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# Ancient Vampire Lord

Rating
  6
Type
  Undead
Size
  Medium

An Ancient Vampire Lord is a surviving relic of the old age: an old turned vampire who learned rule, secrecy, predation, and ritual control under the previous courtly order. Such beings are rare in the present era. Some joined the new vampire settlement. Some entered abyssal society. The most dangerous ones went underground, where they preserve forbidden rites, bound spawn, and older ideas of vampire supremacy.

Use the original Ancient Vampire Lord statistics unless a campaign wants a full mechanical redesign. Replace any lair action that creates new Vampire Spawn with old bound spawn emerging from prepared hiding places; it should not imply that present-era vampire society accepts spawn creation.

Fight +6 | Reflex +6 | Stealth +5 | Perception +5 | Influence +6
Might +5 | Fortitude +5 | Stride +5 | Magic +5 | Resolve +3
Physical Defense 7 | Elemental Defense 4 | AP 3 | Move 12m / Fly 12m / Climb 12m |
Physical Stress 28 | Mental Stress 15 | Consequences Mild x2, Moderate x2, Severe |  |

Legendary Resistance 3x per scene.

## Attacks

- Crimson Blade (Fight +6, 1 AP) — 2d10 + 7 slashing damage.

- Vampiric Drain (Fight +6, 2 AP) — 3d6 necrotic damage (bypasses Physical Defense). Recovers Physical Stress points equal to the damage dealt. After using this, cannot take another action or reaction this round.

- Dominating Gaze (Magic +5, 2 AP, range 20m) — Target makes Resolve defend roll vs Magic +5. On failure: Charmed for the scene. Target may reroll at the end of each of their turns.

- Mist Form (1 AP, Reaction, once per scene) — Transforms into mist until start of its next turn. Immune to all damage while in Mist Form.

## Special Abilities

- Regeneration — Recovers 3 Physical Stress points per turn. Does not function in direct sunlight or on turns where Radiant damage was received.

- Master Vampire — All vampire spawn within 100m gain +2 to attack rolls and defend rolls.

- Shapechanger — May take the form of a bat swarm or a wolf as a 1 AP action. Stats remain unchanged.

- Sunlight Weakness — In direct sunlight, all rolls at Disadvantage; takes Physical Stress points equal to Fortitude at end of each turn.

- Lair Actions (at initiative count 20, choose one): vines erupt Restraining one creature (Reflex defend roll vs 4); all light sources within 20m extinguished; 1d4 Vampire Spawn emerge from shadows.