Ah, very good, very good! I like the stats, they're just about powerful enough for him. However, I would propose the following changes:
1) Remove all spellcasting ability. He had none, but give him heavy armour to make up for it. Allow him to be mounted on a Barded Nightmare for +18 points.
2) Spectral Attendants.
Konrad is constantly haunted by the ghosts of those he and his kin have slaughtered, driving him further into madness as they taunt him for his failures. Same as the Storm of Chaos list ability, -1 to enemies casting spells, with a further -1 for
all Wizards within 12". In addition Konrad generates D3 Dispel Dice per enemy magic phase.
3) Bat Form.
Konrad possesses the ability to turn into a great bat, although he has not and never will manage to master the ability. At the start of his turns the player may announce Konrad is using this ability and must take a Stupidity Test- if he passes, then he may
fly that turn, but must still pass his Frenzy test. If he flies, then he instantly loses his Barded Nightmare (If he bought one).
4) Army General. Konrad will always be the army general and cannot be fielded with any other special character or other Vampire Lord. The army must therefore include at least one Wizard, and if all Wizards in the army are killed, then the army will begin to crumble as if the General has died. Of course, crumbling units within 12" of Konrad may use his leadership as usual. Any unit may reroll their crumbling test result while Konrad lives- the second roll always stands.
So all in all you have a crazy ass mutha who can sometimes fly if things get desperate, but risks going crazy and attacking the enemy at all times. On the plus side, if he goes crazy and gets himself killed, the army won't start crumbling. He causes a lot of trouble to spellcasters- friendly and enemy. Som rules might be too complex so feel free to edit...
Other ideas/ feedback
