Large
An intelligent, conniving, and functionally immortal Undead that seeks
consumption of souls – living or dead – above all else. Vampyre Lords are known
to have schemes that last for decades, or sometimes even centuries,
accruing knowledge, wisdom, and experience all the while, with the goal of
cultivating as much livestock for their unceasing hunger as possible. As
intelligent beings, Vampyre Lords do, of course, have other goals, interests,
hobbies, what-have-you, but their primary concern is always on where – and
who – their next meal is coming from.
Bigger than Sentients and even lesser Vampyres, Vampyre Lords are also more arachnid
in appearance and behavior, with their lower halves bearing the appearance of a Dire
Spider and their upper halves bearing 4 arms, their faces covered with 6 black
eyes and their jaws decorated with a pair of vicious mandibles. Using their Spawns
as proxies and agents of their will, Vampyre Lords almost never leave their lairs,
filling them with webs, spiders, and the coccoons of their countless victims accrued
over their centuries of existence.
Lair
Making their homes in massive, ancient castles in the Dead Lands, Vampyre Lords, despite
their arachnid nature, still have a taste for the arts and finer things, and so will
decorate their homes with paintings, statues, grand chandeliers, and other works of art,
which they will proceed to cover in webs, spider eggs, and the coccoons of their victims
over the course of their unending lives.
Statistics
STR 7
CON 5
AGI 8
DEX 6
INT 5
WIS 5
CHA 7
DEF 25
(Armor 16, Dodge 9),
RaDEF 26
Health 315 (30d10 +150)
Damage Immunities Fatigue
Damage Resistances Freeze, Poison, Rot
Damage Vulnerabilities Burn
Saves Fort. 6 (+7), Ref. 7 (+8), Will. 6 (+7)
Condition Immunities Charmed, frightened, grappled, prone, restrained,
sickened, unconscious
Speed (Walking and Flying) 7m/sec
Action Skills Appraisal 4 (+5), Arcana 5 (+5), Beguilement 6 (+7),
Insight 4 (+5), Intimidation 6 (+7), Lore 5 (+5), Mechanics 2 (+5), Nature
2 (+5), Navigation 2 (+5), Perception 6 (+5), Persuasion 3 (+7), Sleight of
Hand 4 (+6), Stealth 7 (+6)
Weapon Skills Aether 5, Unarmed 7, any two more (5 proficiency each)
Senses Arcane darkvision, infrared vision
Languages Common, Animan
Passive Abilities
4 arms. The Vampyre Lord has 4 arms and can perform up to 2 actions simultaneously.
Beast Telepathy (Spiders). The Vampyre Lord can communicate with all spiders within
30m of it via telepathy.
Blood Acuity. The Vampyre Lord has advantage on Perception checks to detect
bleeding creatures.
Blood Thirst. The Vampyre Lord must drink at least 1 gallon of Sentient blood
every day or they will begin to starve and eventually die, losing Health equivalent
to 25% of its Maximum (79) for every 24 hours that it goes without the necessary amount
of blood; this Health cannot be regained until the Vampyre Lord slakes its thirst. If
the Vampyre Lord consumes a soul, then their thirst is sated for 3 days.
Decapitation. If a creature targets the Vampyre Lord’s neck with a bladed
weapon and deals
>25 final damage in a single turn with that weapon, they
decapitate the Lord. If the Lord’s heart is being pierced when this happens or they are
on fire, they die instantly; otherwise, the Lord can move about as normal, and can
reattach its head by holding it back in its proper place for 3 seconds; if the head is
destroyed, a new one grows over the course of 6 seconds.
Foot in the Grave. The Vampyre Lord has advantage on saves against poisons and
diseases.
Punctured Heart. If a creature targets the Vampyre Lord’s heart with a piercing
weapon and deals
>25 final damage in a single turn with that weapon, they
pierce the Lord through the heart, rendering them
paralyzed either for the next minute
(after which the weapon is ejected from their heart) or until the implement is removed.
The Lord does not regenerate during this time. If the Lord is decapitated while in this
state, or if the Lord's heart is punctured while headless, they die instantly.
Swarm Escape. Should the Vampyre Lord be reduced to 0 Health and is not on fire
or being pierced through the heart, they immediately shapeshift into a swarm of spiders
and can only take the Move action, heading straight for the very heart of its lair; after
1d10 days (+1 day for each spider in the swarm that was killed),
they reform into their original form at 1 Health. If they are being pierced through the
heart, they go
unconscious until they are
no longer being pierced through the heart (at which point they become mist) or they are
decapitated or lit on fire (which kills them instantly).
Regeneration. The Vampyre Lord regains 1d6 +2.5 Health at the start of each
of their turns while not being pierced through the heart.
Vampyre Climb. The Vampyre Lord can climb vertical surfaces and upside-down
without needing to make a check.
Web Sense. While in contact with a web, the Vampyre Lord knows the exact location
of any other creature in contact with the same web.
Web Walker. The Vampyre Lord ignores movement restrictions caused by webbing.
Actions
Drink. Melee attack, 1 target that is
grappled by the Vampyre Lord, 2s,
4d8 +7 final rot damage: the target’s Maximum Health is reduced by the amount of damage
dealt until their next day’s rest; a target reduced to 0 Health via this attack dies
instantly and their soul is immediately consumed by the Vampyre Lord unless the victim
has precautionary measures in place, such as a Soul Jar or the
Death Ward spell.
Hypnosis (3/midnight). The Vampyre Lord can cast the
Charm (Magimancy)
spell over the course of 3 seconds on any creature that they are making eye contact
with and within 15m of.
Shapeshifting. The Vampyre Lord can take 3 seconds to become any one of the
following: a cloud of mist (flying movement 10m/sec); their original
form; a humanoid, Sentient-like version of itself that is 2-2.5 meters tall.
Summon Giant Spiders (3/midnight). The Vampyre Lord can take 3 seconds to summon
1d4
Giant Spiders that will protect the Vampyre Lord or
attack the Vampyre Lord's foes, at the Lord's discretion.
Web. The Vampyre Lord, with its spider-like lower half, has spinnerets out of
which it can unspool silk at a rate of 2m/sec, creating a web over the course
of anywhere from a few minutes to a few hours.
Animancy. The Vampyre Lord is a 10th-level
Animancer that can only cast Death and
Decay spells; it uses its CHA for its spell damage bonus and ASDR, which is 27; due to
their DEX, the Casting Time of these spells is reduced by 1.5 seconds.
Bite. Melee attack (short), 1 target, 2 seconds, 7d6 +6 physical damage; if the
Vampyre Lord deals final damage with this attack, they can attempt to
grapple the target as part of the same
action.
Claws. Melee attack, 1 target, .5s, 7d6 +7 physical damage.
Weapon Attack. Any weapon, 1 target, .5s+ (depending on the weapon), +7
(STR)/+6 (DEX) damage.
Tactics
As stated previously, Vampyre Lords almost never leave their lairs, preferring instead
to have their various Spawns enact their will on the Central Plane, and relying on the
webs and arachnid inhabitants of their lairs to protect them from any would-be intruders.
One of the few things that will get a Lord to leave their lair is the slaughter of all of
their Spawns; though a Lord will have back-up victims ready to convert should such an
occurrence come to pass, they will eventually run out and will have to acquire more if
their Spawns continue to be slain. Should the Lord get into a fight, they are more than
capable fighters, using their multiple sets of claws, powerful teeth, flight, spider
allies, and not least of all their Aether to readily and handily subdue their foes, either
from a distance or up close. They prefer not to wear armor under any circumstances, instead
relying on their defensive reflexes and naturally tough hide to defend themselves.
Treasure
Aether: Liquid Death Aether, 5 lbs.
Alchemy Ingredients: Up to 2 Elixir, 1 Poison, and 3 Potion Ingredients (DR 20:
Medicine or Survival)
Treasure: Whatever the Vampyre Lord is wielding and wearing.