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.
Spellcasting. The vampire is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Unless given ample time to prepare for other situations using traits from the death domain or other blood magic, has the following cleric spells prepared:
Cantrips (at will): chill touch, mending, prestidigitation, resistance, toll the dead
1st level (4 slots): command, inflict wounds, sleep, ray of sickness
2nd level (3 slots): crown of madness, blindness/deafness, hold person, ray of enfeeblement
3rd level (3 slots): animate dead, bestow curse, haste, slow
4th level (3 slots): blight, death ward, stoneskin
5th level (1 slot): dominate person, hold monster, telepathic bond
Internal Fortitude. The blood wizard gains a greater awareness of the blood flowing through its veins and of the heart that pumps it, and some measure of control over both. When the blood mage is subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, it instead takes no damage on a successful save, and only half damage on a failed one.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Blood Vision. The vampire can see a moment of the past through the eyes of a creature by consuming its blood. Upon ingesting a small amount of the blood of another creature, the blood wizard becomes stunned. While stunned, it experiences one of the creature’s memories through its own eyes. (The memory may or may not be about the incident that caused it to bleed.) Once a blood mage has consumed a creature’s blood for this purpose, the creature is immune to further uses of this ability.
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).
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.
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.
Mire Blood. The blood mage can turn other creatures' blood into sludge. It can cause a creature to become slowed for two minutes, as if affected by the slow spell, with the wizard having advantage on concentration saves. If it does, the creature gains resistance to bludgeoning damage. Ending this effect is a bonus action.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Quicken Blood. The blood mage can thin another creature's blood. The creature acts as though it is under the haste, but also takes 2d4 necrotic damage once per round for two minutes, or until given healing. This effect can also be voluntarily ended with a bonus action.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Description
While vampires are generally considered to be unholy by many, not all are against religion. In fact, while many spellcasters among their kind may be in the realm of wizards, others drive their path along toward divine magic, catering to deities of undeath.
Vampire clerics often are, by their very nature, given elements of both death and blood, never truly keeping to either one. They may be prone to using their magic to manipulate others, but at the same time they can even be, in some rare instances, known to use genuine healing magic upon favored subjects in order to savor their blood for long periods of time, using skills of which many other undead would never dream of being capable.
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.
Previous Versions
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