Armor Class | 16 (natural armor) |
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Hit Points | 17d8+68 |
Speed | 30ft. |
Strength | 18 (+4) |
Dexterity | 18 (+4) |
Constitution | 18 (+4) |
Intelligence | 17 (+3) |
Wisdom | 15 (+2) |
Charisma | 18 (+4) |
Saving Throws | Dexterity d20+9 | Wisdom d20+7 | Charisma d20+9 |
Skills | Perception d20+7 | Stealth d20+9 |
Damage Resistances | Necrotic | Bludgeoning | Piercing |
Slashing from nonmagical weapons |
Senses | Darkvision 120 ft. | Passive Perception 17 |
Languages | The languages it knew in life |
Challenge | 13 (10,000 XP) |
Special 1 | Shapechanger | If the vampire isn't in sunlight or running water, | it can use its action to polymorph into |
Tiny bat or a Medium cloud of mist, | or back into its true form. | While in bat form, the vampire can't speak, | its walking speed is 5 feet, |
and it has a flying speed of 30 feet. | Its statistics, other than its size and speed, | are unchanged.v Anything it is wearing transforms with it, | but nothing it is carrying does. |
It reverts to its true form if it dies. | While in mist form, the vampire can't take any actions, | speak, or manipulate objects. | It 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 an advantage on Strength, Dexterity, | and Constitution saving throws, | and it is immune to all nonmagical damage, |
except the damage it takes from sunlight |
Special 2 | Legendary Resistance (3/Day) | If the vampire fails a saving throw, | it can choose to succeed instead |
Special 3 | Misty Escape | When it drops to 0 hit points outside its resting place, | the vampire transforms into a cloud of mist |
(as in the Shapechanger trait) instead of falling unconscious, | provided that it isn't in sunlight or running water. | If it can't transform, it is destroyed. | While it has 0 hit points in mist form, |
it can't revert to its vampire form, | and it must reach its resting place within 2 hours or be destroyed. | Once in its resting place, | it reverts to its vampire form. |
It is then paralyzed until it regains at least 1 hit point. | After spending 1 hour in its resting place with 0 hit points, | it regains 1 hit point |
Special 4 | Regeneration | The vampire regains 20 hit points at the start of | its turn if it has at least 1 hit point |
and isn't in sunlight or running water. | If the vampire takes radiant damage or damage from holy water, | this trait doesn't function at the start of the vampire's next turn |
Special 5 | Spider Climb | The vampire can climb difficult surfaces, | including upside down on ceilings, |
without needing to make an ability check |
Special 6 | Vampire Weaknesses | The vampire has the following flaws: |
Flaw 1 | Forbiddance | The vampire can't enter a residence without | an invitation from one of the occupant |
Flaw 2 | Harmed by Running Water | The vampire takes 20 acid damage if | it ends its turn in running water |
Flaw 3 | Stake to the Heart | If a piercing weapon made of wood is driven into | the vampire's heart while the vampire is |
incapacitated in its resting place, | the vampire is paralyzed until the stake is removed |
Flaw 4 | Sunlight Hypersensitivity | The vampire takes 20 radiant damage when | it starts its turn in sunlight. |
While in sunlight, it has disadvantages | on attack rolls and ability checks |
Action 1 | Multiattack (Vampire Form Only) | The vampire makes two attacks, | only one of which can be a bite attack |
Action 2 | Unarmed Strike (Vampire Form Only) | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one creature | Hit 1d8+4 bludgeoning damage. | Instead of dealing damage, | the vampire can grapple the target (escape DC 18) |
Action 3 | Bite (Bat or Vampire Form Only) | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one willing creature, | or a creature that is grappled by the vampire, | incapacitated, or restrained | Hit 1d6+4 piercing damage |
plus 3d6 necrotic damage. | The target's hit point maximum is reduced by | an amount equal to the necrotic damage taken, | and the vampire 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 the vampire's control |
Action 4 | Charm | The vampire targets one humanoid it can see within 30 feet of it. | If the target can see the vampire, |
the target must succeed on | a DC 17 Wisdom saving throw against this magic | or be charmed by the vampire. | The charmed target regards the vampire |
as a trusted friend to be heeded and protected. | Although the target isn't under the vampire's control, | it takes the vampire's requests or actions in | the most favorable way it can, |
and it is a willing target for the vampire's bite attack. | Each time the vampire or the vampire'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 the vampire is destroyed, | is on a different plane of existence than the target, |
or takes a bonus action to end the effect |
Action 5 | Children of the Night (1/Day) | The vampire 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 the vampire | and obeying its spoken commands. |
The beasts remain for 1 hour until the vampire dies, | or until the vampire dismisses them as a bonus action |
Legendary Actions | The vampire 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. | The vampire regains spent legendary | actions at the start of its turn |
Legendary Action 1 | Move | The vampire moves up to its speed | without provoking opportunity attacks |
Legendary Action 2 | Unarmed Strike | The vampire makes one unarmed strike |
Legendary Action 3 | Bite (Costs 2 Actions) | The vampire makes one bite attack |
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