Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Medium cloud of mist, or back into its true form.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) 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 20 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.
Multiattack. The Vampire Monk may make four attacks, only one Bite and one Whirlwind Kick may be used per turn.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 5) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 5) 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.
Whirlwind Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage. Creature hit by this attack must make a DC 16 Constitution savings throw or be knocked prone.
Vampiric Bolt. Ranged Weapon Attack. +10 to hit, 30 ft., one target. Hit: 14 (2d8 + 5) necrotic damage. When this attack hits a target half of damage done is restored as health to the Vampire.
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 17 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.
Deathly Retort. The Vampire Monk may add 1d8 to its AC against one melee attack made against it. If the attack then misses the Vampire Monk makes a counter attack for 1d8 + 5 Bludgeoning Damage and opponent is pushed 5 feet back, this ends the attack action of any creature struck.
Deflect Missiles. The Vampire Monk can use its reaction to deflect or catch the missile when it is hit by a ranged weapon attack. When it does do so, the damage it takes from the attack is reduced by 1d10 +15. If you reduce damage to 0 and have a free hand, it can make a ranged attack +10 to hit with a range of 30/90.
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.
Reaction (Costs 2 Actions). The vampire may recover their reaction.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
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