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Vampire Lord (Hope & Fear)

Adversary overview

A cruel vampire lord from a long-lost age, cursed with immortality

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
7
Stress
7
Attack mod
+5
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
24
Major Damage — Mark 2 HP Major
Mark 2 HP
45
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Melee
Damage: 3d10+2
Attack Mod: +5
Damage Type: Physical

Features

Passives

  • Relentless (3)

    This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

  • Midnight Heart

    Long-Term Countdown (6). The Vampire Lord keeps their heart hidden in a safe place. If it's destroyed, the Vampire Lord dies. Otherwise, when the Vampire Lord is defeated, activate the countdown. It ticks down each time the PCs finish a long rest. When it triggers, the Vampire Lord revives within Close range of the heart with all HP and Stress cleared

  • Terrifying

    When the Vampire Lord makes a successful attack roll, all PCs within Close range lose a Hope, and you gain a Fear.

  • Unleash Hellfire
    stress 1

    Mark a Stress to have the Vampire Lord momentarily conjure 1d4 bursts of hellfire within Far range. Each burst deals 3d6 magic damage to each target within Very Close range. If a target takes damage from multiple bursts, combine the damage.

  • On Crimson Wings

    While flying, the Hellwing gains +1 to their Difficulty

  • Blood Bath

    When the Hellwing takes Major or greater damage, the ground within Very Close range is covered with blood, dealing 3d10 magci damage to all other creatures in the area. When the Hellwing takes the Spotlight on subsequent GM turns, all other creatures in that area take 3d6 damage.

Actions

Reactions

  • Resurgence

    When a PC within Very Close range rolls with Hope, you can spend a Fear to clear an HP or a Stress.

  • Melt into Shadows
    fear 1

    When a PC would deal damage to the Vampire Lord, you can spend a Fear to roll a d6. On a result of 5 or higher, negate the damage, then teleport the Vampire Lord to a point within Far range.

  • Hellwing

    When the Vampire Lord marks half their HP, they transform into the Hellwing: a towering, demonic bat creature. They gain the "On Crimson Wings" and "Blood Bath" features and replace their standard attack with the following standard attack

    Claws: Close|3d12+6 phy

Evolutions

Motives & tactics

Corrupt Destroy Overwhelm with evil power

Experiences

  • Evil +5
  • Noble +3

Vampire Lord (Hope & Fear)

Tier 3 solo

A cruel vampire lord from a long-lost age, cursed with immortality

Motives & Tactics: Corrupt, Destroy, Overwhelm with evil power

Difficulty: 18 | Thresholds: 24/45 | HP: 7 | Stress: 7

ATK: +5 | Claws: Melee | 3d10+2 Physical

Experience: Evil +5, Noble +3

HP:

STRESS:

Features

Relentless (3) - Passive: This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.
Midnight Heart - Passive: Long-Term Countdown (6). The Vampire Lord keeps their heart hidden in a safe place. If it's destroyed, the Vampire Lord dies. Otherwise, when the Vampire Lord is defeated, activate the countdown. It ticks down each time the PCs finish a long rest. When it triggers, the Vampire Lord revives within Close range of the heart with all HP and Stress cleared

Terrifying - Passive: When the Vampire Lord makes a successful attack roll, all PCs within Close range lose a Hope, and you gain a Fear.

Unleash Hellfire - Passive: Mark a Stress to have the Vampire Lord momentarily conjure 1d4 bursts of hellfire within Far range. Each burst deals 3d6 magic damage to each target within Very Close range. If a target takes damage from multiple bursts, combine the damage.
Resurgence - Reaction: When a PC within Very Close range rolls with Hope, you can spend a Fear to clear an HP or a Stress.
Melt into Shadows - Reaction: When a PC would deal damage to the Vampire Lord, you can spend a Fear to roll a d6. On a result of 5 or higher, negate the damage, then teleport the Vampire Lord to a point within Far range.

Hellwing - Reaction: When the Vampire Lord marks half their HP, they transform into the Hellwing: a towering, demonic bat creature. They gain the "On Crimson Wings" and "Blood Bath" features and replace their standard attack with the following standard attack

Claws: Close|3d12+6 phy

On Crimson Wings - Passive: While flying, the Hellwing gains +1 to their Difficulty

Blood Bath - Passive: When the Hellwing takes Major or greater damage, the ground within Very Close range is covered with blood, dealing 3d10 magci damage to all other creatures in the area. When the Hellwing takes the Spotlight on subsequent GM turns, all other creatures in that area take 3d6 damage.

Discussion

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