Medium Undead, Lawful Evil
Armor Class 14 (natural armor)
Hit Points 21 (6d6)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
6 (-2)
INT
14 (+2)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws DEX +1, CHA +6
Skills Perception +2
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

 

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

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.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).

Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d4 + 4) piercing damage plus 5 (1d8+1) necrotic damage. The vampire regains hit points equal to half of that amount. 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.

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 15 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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/28/2020 11:28:52 PM
7
1
1.1
Coming Soon
trockeltum

Comments

Posts Quoted:
Reply
Clear All Quotes