Medium Beast (Shapechanger, Water Genasi), Chaotic Good
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +6, WIS +3
Skills Perception +3, Stealth +6
Damage Resistances Acid, Necrotic
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

 

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:

Sunshine: in bright sunlight you again disadvantage to dexterity checks within 15ft

Holy water : if exposed to purified water take 10 acid damage for (1d4) rounds 

Actions

 

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 6 (1d6 + 3) necrotic damage gain that amount of temporary Heath points temporary hp fades after a short rest or long rest 

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.

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.

Habitat: UnderdarkUrban

Bowser96

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