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 when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
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 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: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) 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 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.
shove the vampire to another person's house. You're not the owner of the house so you can't invite them in.
It doesn't have to be an owner, just an occupant. Also nothing bad will happen to the vamp, they just can't enter a home of their own free will unless their invited by an occupant.
Time for me to get my Big think hat: The shove is itself an invitation. You don’t need to be the owner of the home to invite the monster in, that’s why Renfield was so useful to Dracula.
I would figure that being shoved through a door would constitute as a rather rude invitation, but an invitation nonetheless.
Clearly they want the vampire in such an area and are expressing it, therefore they've been invited in a sense to occupy that space.
...That and I'm not fond of someone abusing that and then doing something absurd like kill Strahd by taking a doorframe around with them to throw him through like a bloodthirsty basketball.
first of all, this isint a true vampire, thus their weakness is forgiven a bit.
Second of all dawn is a 5th level spell, available as earliest to 9th level characters, and by that time CR 5 creatures would not be that scary outside hordes or times when you are isolated from your party, and even then the spell is only available to clerics and wizards, the latter of whom is not garanteed to have it in their spell book, and both of these classes would need to prepare the spell in advance and thus forsee an vampire ambush
no but you do have to be one of the "occupants", thus as long as you are not in there yourself and have never been you should be fine
in order to shove you must be outside and are therefore not an occupant
Haha it says they aren't allowed into the house uninvited. Nothing says that they can't leave the house uninvited. Also don't forget that a true vampire can use it's charm ability to convince someone to let the vampire and his companions into the house. Barring all of that, you can steal from Fright Night. Where the vampire catches fire/blows up half the house. No need to ask permission to enter the house if there is no house remaining.
Question...
If the PCs find a bunch of sleeping vampire spawns, in a house, during the day... lets say 3 x PCs and 9 sleeping vampire spawn just as an example.
If the PCs very carefully open the caskets and stake a couple of them, whilst they are at rest, will the others wake up?
I am guessing yes, and that they would need to pass stealth checks to even stake a couple of them, but just interested if they can be active during the day, if just not in sunlight.
Cheers
Mac
I stand corrected.
My scenario only works with a pull, not a push.
This is a very good question, because RAW doesn’t address this.
Personally, I’d give all each vampire at least one level of Exhaustion for having their rest disturbed. They should be at a disadvantage during the day, but complete helplessness would be anticlimactic.
On Forbidance.
What would be occupying? Let's say that the lat owner ran out of the how and I declared that I now occupy this house. Would this be enough to meet the requirements?
Related, If there is a vamp spawn in the house, would they be pushed out (or similar effect?
Excellent questions.
I think "occupant” means anyone inside. So, a vampire could send in a servant, to invite him in (like Dracula with Renfield).
Once the vampire is in, it’s in. No putting the genie back in the bottle.
does rain count as running water?
Not a drizzle, not a downpour, but a good steady rain.
The reason I am asking is if they are fighting outside in the rain, would this not mean that after every turn they would be taking 20 acid damage per turn?
I would count that as running water, but I would put it up to interpretation.
Rain isn't running water, but once it hits the ground, if it doesn't sit in a puddle, then it is running water. This explains why all vampires wear waterproof boots, and don't live down the valley from a dam.
Actually, the vampire can't enter the house on it's own free will, but when you shove him in it doesn't need to anymore. No matter if you are an occupant. Once the vamp was pushed/pulled inside he made it across the doorstep and can act as he likes. I just think because he wasn't invited, he wouldn't be able to enter again after leaving.
But at least you would have accomplished to endanger the houses occupants.
I want to play a character that is a (modified) vampire spawn. I usually DM, so would anybody have any tips for creating this sort of character?
You could play a dhampir from Van Richtens guide to Ravenloft. They are close to vampire spawn.
considering that holy nimbus (from oath of devotion) does say "sunlight", then RAW daylight wouldnt trigger their weakness