Vampire Exarchs

When the first vampire turned several mortals into his servants, he created a powerful group of vampires known as Vampire Exarchs. These beings were not as strong as he was, but commanded great magic, supernatural abilities, and power over other undead.  

Known Exarchs.

  Karisch the vampire lord.   In the lands of the Desert of Ruins, Karisch was a servant of Manu. Serving the Skeleton Lord as a general, Karisch was tasked with finding and capturing the levillans who lived in tunnels under the desert. He was defeated and destroyed by the Adventurers of the Briar in 437 AM.

Basic Information

Anatomy

Vampire exarchs take on the forms of the base creatures that were turned by the First Vampire. Most are humanoid but that does not mean that they all are.

Genetics and Reproduction

Like the First Vampire, the exarchs can turn other creatures that they feed from. Once they drain their enemy of blood they can force the creature to feed from their own blood; causing them to rise as a full fledge vampire or leave the corpse to arise as a ghoul.

Growth Rate & Stages

These undead spirits do not age or physically grow, but there is evidence of them gaining strength as they devour mortals. Their magical powers and control over blood can increase. Rumors also speak of a vampire exarch in the northeastern realm who has managed to manipulate his physical appearance using the blood of his enemies.

Dietary Needs and Habits

Like all vampires, they must feed on the blood on mortals. If they go an extended period without feeding then their powers begin to wain and eventually they will desacate.

Additional Information

Perception and Sensory Capabilities

Blood Control. Using their strong willpower and necromantic magic, the vampires can control the blood of their enemies. They can do a multitude of effects such as control their bodies and also cause the blood to drain from them.

Vampire Exarch CR: 17

Medium undead, lawful evil
Armor Class: 16 (Natural Armor)
Hit Points: 170 (20d8 + 80)
Speed: 30 ft

STR

18 +4

DEX

18 +4

CON

18 +4

INT

17 +3

WIS

15 +2

CHA

18 +4

Saving Throws: DEX +10, WIS +8, CHA +10
Skills: Arcana +9, Perception +8, Stealth +10
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 120 ft., Passive Perception 17
Languages: the languages it knew in life
Challenge Rating: 17 ( 1800 XP)
Proficiency Bonus: 6

Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The vampire has the following wizard spells prepared:   Cantrips (at will): mage hand, prestidigitation, ray of frost   1st level (4 slots): comprehend languages, fog cloud, ray of sickness   2nd level (3 slots): detect thoughts, hold person, misty step   3rd level (3 slots): animate dead, bestow curse, nondetection   4th level (3 slots): confusion, greater invisibility   5th level (1 slot): dominate person


Shapechanger. If the vampire isn't in sunlight, it can use its action to polymorph into a Medium cloud of mist, or back into its true form.   While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.   Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.   Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.   While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.   Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.   Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Vampire Weaknesses. The vampire has the following flaws:   Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.   Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. (Vampire Form Only). The vampire makes three attacks, only one of which can be a bite attack.   Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).   Bite. (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.   Blood Drain. Range attack, one target, 60 ft. range. The target must make a Constitution Saving Throw. On a failure they take 1d10 necrotic damage and their strength score is reduced by 1. This can be reversed with a lesser restoration spell.   Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 20 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.   Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Bonus Actions

Blood Control (recharge 5 or 6). The vampire can use his mastery over blood to control others within 30 feet of him. Any creature within 30 feet of the vampire must make a Constitution saving throw DC 20 or immediately move to the closest ally and make a melee attack.

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.   Move. The vampire moves up to its speed without provoking opportunity attacks.   Unarmed Strike. The vampire makes one unarmed strike.   Bite (Costs 2 Actions). The vampire makes one bite attack.

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.