Medium Undead, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +6, INT +7, WIS +5
Skills Perception +4, Stealth +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 15
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Preternatural Speed. The vampire can use a bonus action to take the Dash or Disengage action.

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.

Spellcasting. The vampire is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire has the following wizard spells prepared:

Cantrips (at will): chill touch, ray of frost, mage hand, prestidigitation

1st level (4 slots): fog cloud, jump, magic missile, sleep, shield

2nd level (3 slots): mirror image, scorching ray, web

3rd level (3 slots): counterspell, fireball, hypnotic pattern

4th level (1 slot): greater invisibility

Vampire Weaknesses. The vampire has the following flaws:

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

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.

Actions

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 11).

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.

Lunarciel

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