Saithith, Lord of Gluttony, Lord of Daven

Lord of Gluttony

Saithith the vampire is a rotund man (240 pounds), and he stands 6'1". He has pale skin and a small, waxed black beard and mustache. He has long, black, receding hair and dresses richly as a noble, although his clothes are out of style. As a vampire, he is incredibly agile and fast, belying his girth.

Saithith was a foppish pirate lord who prayed on shipping lanes in the Lonely Sea during the time of King Dakor V of Daven. He operated out of the city of Inharbor in the Selfhaven archipelago. While a pirate, his appetite for both food and plunder was great. He always took more than he needed; indeed, he was known for taking everything to excess. When he would capture a ship, he would throw a huge feast/orgy, and literally bathe himself in wine, food, women, and plunder for days on end. Often, this display was so outrageous that it would sicken even his crew. Thus, when the Dweller sent the vampire Kibor to find a good candidate to be the Lord of Gluttony, Saithith was nominated.

Saithith appears to be polite, and he speaks quietly and hissingly. His eyes glow red in low light. More than other vampires, Saithith is tempted by drinking blood to a great degree, and will gorge himself on it, sometimes bathing in it. When it comes to ruling the Kingdom of Daven, Saithith is an absentee ruler to say the least. He leaves the management of the domain to orc war bosses and other undead minions. He keeps to the decaying stronghold that is the ruling castle in Elder Daven, and he primarily concerns himself with satisfying his appetites and making sure the other Lords of Sin do not encroach on his territory or his power. He has taken care to grow a small army of undead minions that he keeps as a secret weapon to use against potential invasions or power grabs by the other Deadly Lords.

The Lord of Gluttony

Medium undead (shapechanger), lawful evil

Armor Class   17 (natural armor)
Hit Points   170 (18d8+72)
Speed   30 ft.

STR  20 (+5)   DEX  18 (+4)   CON  18 (+4)   INT  16 (+3)   WIS  15 (+2)   CHR  18 (+4)

Saving Throws   Dex +9, Wis +7, Chr +9
Skills   Deception +9, Insight +7, Perception +7, Persuasion +9, Stealth +9
Damage Resistances   necrotic, bludgeoning, piercing, and slashing from non-magical weapons
Senses   Darkvision 120 ft., passive Perception 17
Languages   Kalish, Dark Speech, Kelevan, Kingdom Common
Challenge   14 (11,500 XP)

Shapechanger. If Saithith isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat, a medium wolf, or a Medium cloud of mist, or back into his true form. While in bat form, Saithith 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 him, but nothing he is carrying does. While in wolf form, Saithith can't speak; his walking speed is 40 feet He gains the wolf's bite attack (calculated using his actual strength) and the wolf's keen hearing and smell ability. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies in bat or wolf form. While in mist form, Saithith 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 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 Saithith fails a saving throw, he can choose to succeed instead.

Misty Escape. When he drops to 0 hit points outside his resting place, Saithith 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.

Regeneration. Saithith 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. lf he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn .

Spider Climb. Saithith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Saithith has the following flaws:
Harmed by Running Water. He takes 20 acid damage if he ends his turn in running water.
Oakheart. Unlike other vampires, a normal stake to the heart will not hold him immobile. Only Oakheart, a famous intricate wooden stake created by Daven's Church of Heshtail affects him. If Oakheart is driven into Saithith's heart while he is incapacitated in his resting place, he is forever destroyed.
Sunlight Hypersensitivity. Saithith takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.


Multiattack (Vampire Form Only). Saithith makes two attacks, only one of which can be a bite attack.

Frost Brand Rapier (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) piercing damage plus 3 (1d6) cold damage. When Saithith holds the sword, he has resistance to fire damage. In freezing temperatures, the rapier sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When he first draws his rapier, he can extinguish all non-magical flames within 30 feet of him. He can only use this property of the rapier once per hour.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, Saithith can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Saithith, incapacitated, or restrained. Hit: 8 (1d6 + 5) 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 Saithith 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 Saithith's control.

Charm. Saithith targets one humanoid he can see within 30 feet of him. If the target can see Saithith, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Saithith. The charmed target regards Saithith as a trusted friend to be heeded and protected. Although the target isn't under Saithith's control, it takes his requests or actions in the most favorable way it can, and it is a willing target for Saithith's bite attack. Each time Saithith or his 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 Saithith is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). Saithith magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Saithith and obeying his spoken commands. The beasts remain for 1 hour, until Saithith dies, or until Saithith dismisses them as a bonus action.

Legendary Actions

Saithith 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. Saithith regains spent legendary actions at the start of his turn.

Move. Saithith moves up to his speed without provoking opportunity attacks.

Frost Brand Rapier or unarmed strike. Saithith makes one Frost Brand Rapier attack or one unnarmed strike attack.

Bite (Costs 2 Actions). Saithith makes one bite attack .

Lair Actions

Saithith's lair has the same regional effects as those described in the vampire entry of the Monster Manual. You can optionally use lair actions for Saithith, with the understanding that he will be a bit more challenging (CR 15). On initiative count 20 (losing initiative ties), Saithith takes a lair action to cause one of the following effects. Saithith can't use the same effect two rounds in a row.