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 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, detect magic, hellish rebuke, inflict wounds
2nd level (3 slots): crown of madness, darkness, locate object
3rd level (2 slots): animate dead, bestow curse
Channel Divinity (1/day). The vampire has the following Channel Divinity options.
Control Undead. As an action, the vampire targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the vampire's commands for the next 24 hours. An undead whose challenge rating or character level is equal to or greater than 9 is immune to this effect.
Dreadful Aspect. As an action, the vampire channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the vampire's choice within 30 feet of the vampire must make a Wisdom saving throw if it can see the vampire. On a failed save, the target is frightened of the vampire for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the vampire, it can attempt another Wisdom saving throw to end the effect on it.
Aura of Hate. The vampire, as well any fiends and undead within 10 feet of the vampire, gains a bonus to melee weapon damage rolls and saving throws of +4 as long as the vampire is not incapacitated. A creature can benefit from this feature from only one vampire at a time.
Aura of Vascular Corruption. The vampire constantly pulses necrotic energy through the veins of foes within 10 feet of it, causing them to burst and bleed. Any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 8 (2d6) necrotic damage. Any creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).
Multiattack. The vampire makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.
Divine Sense (5/day). Until the end of the vampire's next turn, it knows the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. It knows the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, it also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Lay on Hands. The vampire can touch another being or itself and imbue them with health from a pool of divine unlife, for a total of 45 hit points per long rest, and can cure diseases or neutralize poisons with the same health pool at a cost of 5 hit points per disease or poison. This ability functions on living and undead, but not on constructs.
Unholy Smite. The vampire is capable of utilizing a paladin's "divine smite." After hitting a creature with a melee weapon attack, it can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 9 (2d8) for a 1st-level spell slot, plus 5(1d8) for each spell level higher than 1st.
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.
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
Vampires often are bereft of divine magic, due to how their powers may often interact badly with them. However, paladins are not entirely unheard of among their number.
Most commonly, a vampire blackguard comes into being when a living paladin is cursed with undeath, whether by the act of killing a vampire with a particularly deadly side effect, or by the act of dying on its own. Brought back, they are cut off from their divine patron, and thus are branded an oathbreaker, taking the route of a blackguard.
Despite being a vampire spawn and beholden to the whims of a higher vampire, they may be hateful of their condition and their master, wishing to be rid of their state. Despite this, they also will fight to the bitter end, loyal against their will.
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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