Medium Undead (Human), Neutral Evil
Armor Class 16 Scale Mail Armor
Hit Points 60 (6d10)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws STR +7, DEX +7, CON +6
Skills Athletics +6, Intimidation +5, Perception +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 15
Languages the languages it knew in life
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 

Legendary Resistance (2/Day). If the vampire fails a saving throw, it can choose to succeed instead.

 

Regeneration. The vampire regains 10 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:

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. 2 Scimitars (Vampire Form Only). The vampire makes two attacks, both at +6 to attack rolls doing 1d8+4 damage.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Vampire Form Only). Melee Weapon Attack: +96to 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 10 (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.

 

Legendary Actions

The vampire warrior can take 2 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.

Unarmed Strike. The vampire makes one unarmed strike.

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

Monster Tags: Shapechanger

PsychoButterStick

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