You recieved a letter to attend a ball hosted by a mysterious Marquis. Things are not as it seems.
Played | 29 times |
Cloned | 0 times |
Created | 265 days ago |
Last Updated | 75 days ago |
Visibility | Public |

Description
The Higher Vampire is a cunning and powerful creature that walks the line between predator and aristocrat. With an insatiable thirst for blood, these vampires are known for their ability to manipulate and enchant their prey. They are intelligent enough to integrate themselves into society while hiding their true nature, making them formidable foes in both combat and cunning.
Size | Medium |
Type | Fiend |
CR | 7 |
XP | 3400 |
Languages | Common, Infernal |
Armor Class | 16 |
HP Range | 150 - 180 (Avg: 165) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Blood Drain
The Higher Vampire targets one creature it can see within 5 feet of it. The target must succeed on a DC 16 Constitution saving throw or take 21 (6d6) necrotic damage, and the Higher Vampire regains hit points equal to half the amount of damage dealt.
Charm
The Higher Vampire targets one humanoid it can see within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be magically charmed by the Higher Vampire for 24 hours. The charmed target regards the vampire as a trusted friend.
Claw
Swiprs with its elongated claws, dealing slicing damage or what correlates.
Unholy Strength
As a bonus action, the Higher Vampire can gain advantage on all Strength-based checks and saving throws for 1 minute. Once used, it cannot be used again until the vampire finishes a short or long rest.