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. Your vampiric nature prohibits you from entering a private residence unless you have permission from at least one of the occupants, or unless you own the residence or the land upon which the residence is built. If you do enter a private residence in spite of these stipulations, you suffer one level of exhaustion which cannot be removed and which remain in effect until you leave.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. If any wooden object is driven into your heart, the damage dealt by that object gains three additional damage dice. This does not include objects which are tipped with metal, such as crossbow bolts or arrows. The object must be made entirely of wood. However, this damage cannot kill you; if such an attack would reduce your hit points to 0, you fall unconscious and are paralyzed until the stake is removed, but you are considered stable and do not die.
Sunlight Sensitivity. When under direct sunlight, and not given any form of magical protection from sunlight, you suffer three levels of exhaustion. These levels of exhaustion cannot be removed until you are no longer in sunlight, or until you are granted some form of magical protection from sunlight.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) necrotic damage. The vampire then heals for the amount of damage dealt. This attack may only be performed if the vampire would have advantage on the attack roll.
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.
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