Small Undead, Chaotic Neutral
Armor Class 14 magical resistance
Hit Points 52 (16d4 + 41)
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +7, DEX +7, CON +6
Skills Perception +7, Stealth +9
Damage Resistances All
Condition Immunities Frightened, Poisoned, Unconscious
Senses Darkvision 120 ft., Passive Perception 8
Languages the languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

 Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist 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.

Regeneration. The vampire regains 12 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.

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

Vampire Weaknesses. The vampire has the following flaws:

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

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

Multiattack. The vampire makes three melee attacks, only one of which can be a bite or Vampiric Hunger attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (6d4 + 7) slashing damage. Instead of dealing full damage, the vampire can grapple the target (escape DC 15) and do 6 (2d4) piercing damage.

Vampiric Hunger. Melee Weapon Attack: Automatically hits if grappled by Clawed attack. The target must make a DC 16 Constitution saving throw. On a success the target resists the hunger of the vampires claws. On a failure, however, the target is hit with 16 (8d4) Necrotic damage. Half of this damage restores the vampires health, and if the vampire has full HP, they gain an additional Legendary Action. 

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 18 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire.

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 its hit point maximum is reduced to 0.

Innocent Charm. (Recharge 1-3) The vampire child targets one humanoid it can see within 30 feet of it. If the target can see the vampire child, the target must succeed on a DC 16 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.

Reactions

Vampire's Arcane Curse. (Recharge 5-6, Uses 3 Legendary Actions) This Vampire was re-summoned via arcane and unnatural means. She hungers for the arcane, but is too young to understand how or why. If pushed into a corner, she will go into a feral state and try to absorb a magic within sight. She will roll a d20 on the magic within sight, on a 11-20 she will challenge the attackers control of the magic. The attacker must make a DC 18 saving throw of the magic's type to keep control of the spell. On a fail, the Vampire instead absorbs the amount of damage, or negates the spell to another within sight. Otherwise, the vampire can choose to dismiss it. 

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.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Clawed Strike. The vampire makes one clawed strike.

Bite.(Costs 2 Actions). The vampire makes one bite attack.

Vampiric Hunger. (Costs 2 Actions) The Vampire makes one Vampiric Hunger attack. 

Description

A Vampire Child that has been re-summoned and given extra power that they can not yet control. However, this is not a blessing but a curse. 

Lair and Lair Actions

The vampire is cursed by a partial binding spell. If anyone that was involved realizes this, they can chant the spell to attempt to regain control. If fully chanted, she will become immediately charmed, but can attempt to break free of the spell once every 24 hours. Spell save DC 18 Charisma. 

Once the Vampire is charmed, the person can do the following actions as a lair action. If no action is performed, she becomes restrained and incapacitated. Upon being attacked, she will lose the conditions in favor of attacking the attacker. After their defeat, she regains these conditions. 

  • Instruct the vampire to do an action. Unless specifically ordered, the vampire will not go into mortal danger. 
  • Bind the vampire for 1 week, during this time the vampire can not attempt to break free of the binding. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/15/2020 1:48:06 AM
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Keyxmakerx

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