18 (plate armor)
144 (17d8+68)
walk 30 ft.
Dex +9, Wis +7, Cha +9
Perception +7, Stealth +9
necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks
darkvision 120 ft.
Common, Dwarvish
13
Augrek has advantage on saving throws against poison.
If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form. While in bat form, Zorak can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with it, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Zorak can't take any actions, speak, or manipulate objects. He 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 he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
If Zorak fails a saving throw, he can choose to succeed instead.
When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water. If he can't transform, he is destroyed. While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.
Zorak regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Zorak takes radiant damage or damage from holy water, this trait doesn't function at the start of Zorak's next turn.
Zorak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Zorak has the following flaws: Forbiddance: Zorak can't enter a residence without an invitation from one of the occupants. Harmed by Running Water: Zorak takes 20 acid damage if he ends his turn in running water. Stake to the Heart: If a piercing weapon made of wood is driven into Zorak's heart while Zorak is incapacitated in his resting place, Zorak is paralyzed until the stake is removed. Sunlight Hypersensitivity: Zorak takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Zorak makes two attacks with his dwarven thrower, only one of which can be a ranged attack.
Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, or 12 (1d10 + 7) bludgeoning damage when used with two hands to make a melee attack. On a ranged attack that hits, the hammer deals an extra 1d8 bludgeoning damage (2d8 if the target is a giant). Hit or Miss: If thrown, the weapon flies back to Zorak's hand after the attack.
Zorak makes two attacks, only one of which can be a bite attack.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape DC 18).
Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Zorak, incapacitated, or restrained. 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 Zorak regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces his 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 Zorak's control.
Zorak targets one humanoid he can see within 30 feet of it. If the target can see Zorak, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Zorak. The charmed target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes Zorak's requests or actions in the most favorable way it can, and it is a willing target for Zorak's bite attack. Each time Zorak or Zorak'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 Zorak is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Zorak magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, Zorak can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies, or until Zorak dismisses them as a bonus action.
Zorak can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zorak regains spent legendary actions at the start of its turn.
Zorak moves up to his speed without provoking opportunity attacks.
Zorak makes one unarmed strike.
Zorak makes one bite attack.
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.