Medium Undead (Shapechanger), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 50 ft.
STR
18 (+4)
DEX
22 (+6)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +11, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

 

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

 

Regeneration. The vampire regains 30 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.

Evasion. When Adrian Vart is the subjet of an Effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Elusive. Attack rolls made against the vampire have disadvantage unless the vampire is incapacitated, restrained or flanked. No attack roll has advantage against the vampire
while she isn’t incapacitated or restrained, unless he took radiant damage on this turn. 

Magic Attacks. The vampire Claws and Bite attacks are magical. 

Enigmatic Nature. The vampire is immune to effects that turn undead, as well as any divination spell that it refuses.

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 has advantage on melee weapon attack rolls, but attack rolls against it have advantage.
  • 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 and fire damage.

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

Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike(Vampire Form Only). Melee Weapon Attack:  +11 to hit, reach 5ft., one creature. Hit: 12(1d12+6) bludgeoning damage. On a hit, the target must make a STR save DC 15. On a failure the target is pushed 10ft back and is knocked prone, on a success it is pushed 5ft back and isn't prone. 

Claws(Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 9 (1d6 + 6) piercing damage plus 14 (4d6) 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.

Dance of the vampire(Reload 5-6). Adrian dives at his target with incredible speed, gaining +2 on hit rolls. He then makes  one unarmed strike and two claw attacks. 

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 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.

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.

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

Claws of the night. The vampire makes one claw attack.

The vampire's Kiss(Costs 2 Actions). The vampire makes one bite attack.

Rage of the immortal(Costs 3 Actions). Adrian Vart teleports up to 30 feet to a point he can see. All non-vampire creature in the line between the two points must make a DC 16 DEX save or suffer 13(3d8) slashing damage. 

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Lair Actions

On initiative count 20 (losing initiative ties), the vampire takes a lair action to cause one of the following effects; the vampire can’t use the same effect two rounds in a row:

  • Magical Darkness emanates from every pore of the walls, floors and ceiling, until the whole room is covered in magical darkness. This effect lasts until the next Initiative count 20.
  • Swarms of bats appear from the ceiling and target every non vampire creature. Each target must make a WIS save DC 15 or suffer 2d6 psychic damage and become frightened for one minute. The target can repeat the Save at the end of each of its turns. 
  • The Vampire speaks in an unknown language. All the vampire spawns present in the room make one Claw Attack. 

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Monster Tags: Shapechanger

Habitat: UnderdarkUrban

azus

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