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.
Innate Spellcasting. The vampire’s innate spellcasting ability is Charisma (spell save DC 15, +7. It can innately cast the following spells, requiring no material components:
At will: disguise self, false life, speak with dead
1/day each: animate dead, bane
Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The vampire spawn knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, minor illusion
1st-5th level (2 5th level slots): antilife shell, blight, blindness/deafness, charm person, cloudkill, death ward, greater invisibility, mirror image, phantom steed, phantasmal force
Grave Touched. Once during each of its turns, when the vampire hits a creature with an attack and rolls damage against the creature, it can replace the damage type with necrotic damage. While the vampire is using its Form of Dread, it can roll one additional damage die when determining the necrotic damage the target takes.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) bludgeoning 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 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.
Form of Dread (5/Day). The vampire channels some aspect of its patron's dread power for one minute. While in this state, it gains the following benefits:
- It gains 45 (9d10) temporary hit points.
- During each of its turns, when it hits a creature with an attack, it can force the creature to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of the vampire until the end of the vampire's next turn.
- It is immune to necrotic damage and the frightened condition.
Description
Unlike many other vampire spawn, the warlocks of the undead have been taught to borrow power from their unliving master or mistress, using their eldritch means to act in their stead as arcane practitioners and as agents for their cause before prospective foes may meet with the vampire sires themselves.
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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