Shapechanger. As a bonus action, the vampire can polymorph into a Medium cloud of mist, or back into its true form. While in mist form, the vampire can't speak, or manipulate objects. It is weightless, has a flying speed of 60 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.
Enigmatic Nature. The vampire is immune to effects that turn undead, as well as any divination spell that it refuses.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Magic Attacks. The vampire's weapon attacks are magical.
Monstrous Form (Recharges after a Short or Long Rest). If the vampire isn't in sunlight and if it has fewer than half of its hit points remaining, the vampire immediately polymorph into a Large monstrous form for 10 minutes. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in monstrous form, the vampire has the following traits:
- The vampire cannot use its shapechanger feature and has disadvantage on blood frenzy saving throws.
- The vampire gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only) or Dash action.
- The vampire gains a flying speed of 150 feet.
- The vampire has resistance to all damage except radiant damage.
Regeneration. The vampire regains 30 hit points at the start of its turn. If a magical piercing weapon made of silver is driven into the vampire's heart while the vampire is incapacitated, this trait doesn't function at the start of the vampire's next turn. The vampire dies only if it starts its turn with 0 hit points and doesn't regenerate.
Rejuvenation. If the vampire is killed, it regains all its hit points at the next sunset unless its body was destroyed, in which case it will take 1d10 year to rejuvenate at the location of its death. If another higher vampire reduces its Constitution to 0 with its bite attack or it is killed during a total solar eclipse, the vampire is destroyed for good.
Vampire Weaknesses. The vampire has the following flaws:
- Absent Reflection. The vampire does not appear in mirrors or reflective surfaces.
- Blood Addiction. If the vampire used successfully its bite or blood drain attack on a creature in the past 24 hours, the vampire has disadvantage on blood frenzy saving throws.
- Dalvenite Allergy. The vampires is allergic to dalvenite, a costly alloy composed of meteoric steel and silver. If the vampire starts its turn within 5 feet of dalvenite it cannot use its Shapechanger and Monstrous Form feature until the end of its turn. The vampire automatically fails Strength ability checks to break dalvenite.
Weave the Mortal Coil. The vampire can cast raise dead and create undead at will, requiring no components and at any higher level it wishes to. Its spellcasting ability for it is Charisma.
Multiattack. The vampire makes three melee attacks, only one of which can be a bite attack.
Claws (Vampire and Monstrous Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 21).
Bite (Vampire and Monstrous Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one creature that is grappled by the vampire, incapacitated or restrained. Hit: 21 (3d8 + 8) piercing damage and the target's Constitution score is reduced by 1d6. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Blood Drain (Mist Form Only). One creature in the vampire's space must make a DC 21 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 22 (4d6 + 8) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0.
Wind of Death (Recharge 5-6). The vampire summons a gust of deathly wind in a 90 foot line that is 10 feet wide. Each creature in that line must make a DC 21 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the wind reduces it to 0 hit points. A humanoid slain by the wind rises 1 minute later as a zombie under the vampire's control, unless the humanoid is restored to life or its body is destroyed.
The higher 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 higher vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Claws. The vampire makes one attack with its claws.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Frightening Gaze (Costs 2 Actions). The vampire fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 21 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the vampire's gaze for the next 24 hours.
Description
Vampire
Contrary to popular belief, monsters are not all alike. Like people, individual members of the same species can each have their own unique traits, preferences and weaknesses. A good example of this is the many species of vampires, some very different from the others, and only connected by their mandatory diet: fresh blood. Vampires are often referred as of the lower or higher variant. There seem to be some disagreement in the academic world as to what makes a vampire belong to either category. Most scholar qualifies a vampire of higher ascendancy when they show the ability to shapechange into a humanoid, but other base their assumption on their intelligence and capacity to use magical abilities. Other deny entirely the aforementioned classifications and state that higher vampires are an entirely different species, immortal and human looking.
Blood Addiction
When a vampire loses control of itself because of its Blood Addiction weakness the vampire enters a state called blood frenzy. In order to control itself near a source of blood, the vampire must make a DC 15 Wisdom saving throw, on a failed save it loses control and enters blood frenzy. The blood frenzy ends when the vampire use its bite attack successfully and inflicts necrotic damage to a target, unless noted otherwise in its individual description. If a vampire's saving throw is successful or the effect ends for it, the vampire is immune to the blood frenzy for the next 24 hours. While under the blood frenzy the vampire gains the following:
- The vampire shapeshifts back to its vampire form and cannot use its shapechanger feature until the frenzy ends.
- The vampire has advantage on melee weapon attack rolls, but attack rolls against it have advantage until the frenzy ends.
- The vampire cannot use its Innate Spellcasting or Spellcasting feature until the frenzy ends.
- The vampire becomes immune to the charmed and frightened condition until the frenzy ends.
Higher Vampire
Vampires Superiores. Unlike most vampires, higher vampires, also called “pure-blood” or “true vampire”, are incredibly rare and often mistaken with other vampires, especially katakans and bruxae. Specialists in supernatural species of various academies gave the name “Vampires Superiores” to such beings, and while many tomes and books were written about their existence, their true nature changes greatly between varied individuals. However, most of the higher vampires do share some traits that make them truly higher vampires: incredible intelligence, immortality, immunity to steel and most mainstream ways of extermination, as well as astounding regeneration.
Hidden in Plain Sight. Only a mutual thirst for blood links higher vampires to their distant and much more primitive cousins. They long for their kind, as they are the only ones that can truly relate with their unique view of the world and understand them. They not only resemble humanoids in appearance, but also share their behavioral patterns. This means they do not hide in distant forest or lurk in the shadows. On the contrary, they are particularly fond of cities, where they live out deceivingly public life. Only the fact that they have no reflections in mirrors or reflective surfaces can reveal their true nature, for divination and common means to detect the undead have no sway on them.
Unique Individuals. While they are feared and shunned in most cultures, not all higher vampires are dangerous to humans, as some live life that may help humanoids, or evade them in general. As intelligent beings their morality depends entirely of their personality and beliefs, although many higher vampires do drink blood. While not forced to drink blood to survive, many look down on humans as an alcoholic looks at a good bottle. The infamous treaty “Human Husbandry and Care”, a volume describing the herding of humans, shaped the vision of the public against higher vampires. It is unfortunately true that some higher vampires cultivate herds of enslaved human to feed their blood addiction, refining the taste of their blood through selective breeding and diet.
Founding Tribes. Few know that higher vampires gather in tribes, united by a mystical blood bound between members. Tribes are mostly scattered, with a few unseen elders at the top that call for gatherings when needed. Three of them are commonly known as the founding tribes, Garasham, Ammurun and Tdet and date back from when the higher vampire race first became stranded on the Prime Material Plane. It is believed that the tribes first emerged long ago from tunnels of the Underdark during an event recalled as the “Night of the Long Fangs”. The exact location of their arrival remains hidden, locked behind secret markings, powerful wards, that can only be opened by higher vampire blood. Still, every hundred years anniversary of the Night of the Long Fangs, pilgrimages are made by higher vampires wishing to remember where they hail from.
Immortal Might. Higher vampires are certainly among the fiercest creatures recorded in history, furthermore one which is impossible to kill through normal means. They are master shapechangers, capable of turning into mist or a monstrous war form effortlessly. Their strength and speed cannot be matched by mortals, and most attacks will only graze them. Their regenerative abilities significantly outpace those of anything else encountered or that can be possibly imagined. Adding to the grim picture, all have unique abilities that make it impossible to predict their behavior or exact capacities in a fight. In other words, even an experienced monster slayer should think twice before accepting a contract on one of these creatures, even if half a kingdom and a princess' hand is in the balance.
Stranger to Death. Defeating a higher vampire in combat does not guarantee it will stay dead. Higher vampires cannot be truly killed by just anyone. Most suffered several deaths over the ages, each time regenerating over a period of decades. Only a higher vampire can truly kill another of its kind, without the risk of regeneration, although some rare volume hint that they might be vulnerable during a total solar eclipse. This weakness built the most important law of their society: killing another higher vampire is punished by permanent exile, and eternity is a long time to spend alone. This law holds special significance, for the number of higher vampire is finite, with no means known to create another.
Eternal Body and Mind. Higher Vampires are incredibly intelligent, but for all their intellect they cannot grasp the concept of mortality, a thought utterly alien to them. They see existence as a cycle, with no beginning or end, as they do not need a physical body to exist. Their experience and viewpoint on life and death is hard to envision for anyone else. “Death” for them means lingering in a state of nothingness, best described by few as “drowning in an infinite sea of perpetual icy terror”, unable to differentiate reality from dream, time from space. This maddening state lasts until they can return to their physical form, weakened, and recovering for months.
Death Weaver
If one type of higher vampire had to be blamed for the awful reputation of their entire race, fingers would certainly point at the Death Weavers. These beings have a higher understanding of life and death, its endless cycle and the place of undeath in-between. The worst of them become the vilain that everybody expect them to be, lording over a sea of animated corpses. On the other hand, many altruistic Death Weavers attempt to redeem their kind, wandering the earth and practicing “miracle raising”, bringing back to life the unfortunate they cross path with.
The Night of the Long Fangs
The Night of the Long Fangs, a solar eclipse of unprecedented scale, is believed by scholars to be the event that brought the higher vampires from an unknown plane (many believe it to be a Domain of Dread or the Deep Ethereal, but no definite proof was ever found), into the Prime Material Plane. The transpiring events have taken root in many cultures as a fearful night, when evil comes out to feed on humanity and needs to be repelled with loud and boastful celebrations. Mankind might not remember the day of the higher vampire’s arrival, for it happened long ago and mortals are so quick to forget. However, the carnivals, masquerades and ceremonies that are held on that night most likely find their roots in this dreadful and bloody event.
Optional: Fog of Ages
Higher Vampire cannot be permanently killed, unless very specific circumstances are met, which makes it quite rare for one to meet its true final death. This immortality in no way means that death is pleasant for them. In fact, it is one of the most traumatic event they can experience, destroying their mind and memories and driving them to insanity. This phenomenon is named the Fog of Ages:
- When a higher vampire is killed and its body is destroyed, its Intelligence, Wisdom and Charisma ability score are permanently reduced by 2. Additionally, it loses 1d10 decades of memory, replaced by incoherent and terrifying visions or alternatively a false, twisted, version of past events.
- If a higher vampire Intelligence, Wisdom or Charisma ability score reaches 1 due to the Fog of Ages it gains an incurable indefinite madness.
Previous Versions
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