Medium Undead (Human, Shapechanger), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 84 (12d8 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +8, WIS +6, CHA +8
Skills Arcana +6, Deception +6, Perception +7, Persuasion +6, Stealth +9
Damage Resistances Necrotic
Senses Darkvision 120 ft., Passive Perception 17
Languages Common (Was a Human in life, Native Tongue), Elvish (In life, had urbane sensibilities; considers Elvish to be the most romantic language she knows.), Infernal, Thieves' Cant
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. 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 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.

Inquisitive Roguish Archetype (Level 6)

This Vampire is a Rogue of the Inquisitive Archetype and is afforded the following:

Ear for Deceit: Whenever a Wisdom (Insight) check is made to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail: Can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting: As a bonus action, may make a Wisdom (Insight) check against a creature that is seen that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If successful, can use Sneak Attack against that target even if this creature doesn't have advantage on the attack roll, but not if it has disadvantage on it.

 School of Conjuration Wizard (Level 6)

This vampire is a Wizard of the School of Conjuration and accordingly knows 8 Wizard spells primarily of the Conjuration School, disregard spell slots and refer to the use limitation listed for each spell.

Spellcasting: this vampire's spell save DC is equal to 8 + their proficiency bonus + their intelligence modifier (DC = 15), and their spell attack modifier is equal to their proficiency bonus + their intelligence modifier (spell attack modifier = 7).

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: +9 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).

Dagger (Vampire Form Only). This vampire carries a steel dagger that deals 1D4+4 piercing damage.

Sneak Attack (Vampire Form Only, 2/Combat). This vampire knows how to strike subtly and exploit a foe’s distraction. Once per turn, they can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. They don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and this vampire don’t have disadvantage on the attack roll.

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to 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.

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.

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.

Minor Conjuration (3/Day). The vampire can use their action to conjure up an inanimate object in their hand or on the ground in an unoccupied space that they can see within 10 feet of themselves. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that they have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when they use this feature again, or if it takes or deals any damage.

Benign Transportation (1/Day). This vampire can use their action to teleport up to 30 feet to an unoccupied space that they can see. Alternatively, they can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, they both teleport, swapping places.

Sleep (1/Day). This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point this vampire chooses within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.

Ice Knife (1/Day). The vampire creates a shard of ice and flings it at one creature within a range of 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. This spell requires a somatic and material component.

Sword Burst (1/Day). The vampire creates a momentary circle of spectral blades that sweeps around them. All other creatures within 5 feet of them must succeed on a Dexterity saving throw or take 2d6 (Level 5) force damage. Requires a vocal component.

Fog Cloud (1/Day). The vampire creates a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Requires a Verbal and Somatic component.

Arcane Lock (1/Day). This vampire touches a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. This vampire and the creatures they designate when they cast this spell can open the object normally. This vampire can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. Requires a verbal, somatic, and material component to cast.

Flaming Sphere (1/Day). A 5-foot-diameter sphere of fire appears in an unoccupied space of this vampire's choice within range and lasts for a duration of 1 minute. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, this vampire can move the sphere up to 30 feet. If they ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When the vampire moves the sphere, they can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Requires a verbal, somatic, and material component.

Summon Shadowspawn (1/Day). The vampire calls forth a shadowy spirit. It manifests in an unoccupied space that can be seen within range (90 ft). This corporeal form uses the Shadow Spirit stat block. When the spell is cast, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to the vampire and their companions. In combat, the creature shares the vampire's initiative count, but it takes its turn immediately after theirs. It obeys the vampire's verbal commands (no action required by the vampire). If they don’t issue any, it takes the Dodge action and uses its move to avoid danger. This spell requires a verbal, somatic, and material component.

Thunder Step (1/Day). The vampire teleports themselves to an unoccupied space they can see within range. Immediately after they disappear, a thunderous boom sounds, and each creature within 10 feet of the space they left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. The vampire can bring along objects as long as their weight doesn’t exceed what they can carry. They can also teleport one willing creature of their size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of the vampire when they cast this spell, and there must be an unoccupied space within 5 feet of their destination space for the creature to appear in; otherwise, the creature is left behind.

 

Bonus Actions

Cunning Action (3/Combat). This vampire's quick thinking and agility allows them to move and act quickly. They can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Reactions

Uncanny Dodge (3/Combat). When an attacker this vampire can see hits them with an attack, this vampire can use your reaction to halve the attack’s damage against them.

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.

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.

Description

An undead Human vampire who uncannily resembles a pale and rather gaunt version of their living self, the Baroness has soft gray eyes that turn a bright red when in a heightened state of emotion or in combat. Syrane was not born a noble, but rather was a very curious Damaran adventurer who eventually fell to Strahd's influence while close to death's door, and after a time, was released from being Strahd's vampire spawn and made a baroness of a small part of Strahd's realm - and a vassal of Strahd's. Typically dressing in a fine coat and dress, Syrane wears her pale brown hair up in a bun with a few strands tasseling down the back. Ever the curious sort, Syrane was insightful and eager to listen in life - and while she may still be in some way - in undeath, she has grown conceited and dismissive, yet she still retains the charm she had in life. Desiring to be out from under Strahd's thumb, Syrane may be pleased with her position of baroness, but she urgently wants to be treated as Strahd's equal. Her lair in Barovia is a half-ruined abbey, she has rearranged the temple hall so that the pulpit and altar area are now made into a makeshift throne, with the pews facing toward it. Syrane hides her mahogany coffin in the abbey's basement, but carries some grave dirt with her for travel.

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.

Monster Tags: Shapechanger

Habitat: Urban

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