Medium Undead, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages The languages it knew in life
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Black Thumb. Any plant an elven vampire makes contact with bare skin must make a DC 10 Constitution save or suffer 1d4 each minute until it dies.  Once started the withering process can only be stopped by destroying the vampire.  The elven vampire cannot suppress this ability.  The elven vampire can feel the agony of the plants they slowly kill, however, and thus usually try to avoid contact.  This ability alone drives many elven vampires to the brink of madness.

 

Legendary Resistance (3/Day). If the elven vampire fails a saving throw, it can choose to succeed instead.

Plantwalk. As a standard action an elven vampire can tree stride between living trees, as the spell.  Both trees (the entry point and the exit point) automatically come in contact with the vampire and are affected by its black thumb ability (see above).

 

Regeneration. The elven 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 elven vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the elven vampire's next turn.

Shapechanger. If the vampire isn't in contact with tree sap or enraptured by music, it can use its action to polymorph into a Small eagle, a Large giant eagle, or back into its true form.

While in eagle/giant eagle form, the elven 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.

Spider Climb. The elven vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The elven vampire has the following flaws:

Enraptured by Music. If the elven vampire hears music played or sung it must make a DC (the performers Perform check) Wisdom saving throw or stop whatever it was doing,  enraptured (charmed).  It may attempt a new Wisdom saving throw each minute to break free of its rapture, and the effects end immediately if the vampire is attacked.

Forbiddance. The elven vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Tree Sap. The elven vampire takes 20 acid damage if it ends its turn in contact with the sap of a tree (as a normal vampire would with holy water).

Stake to the Heart. If a piercing weapon made of charcoal is driven into the vampire's heart while the elven vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Actions

Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

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. (Eagle, Giant Eagle, 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 Forrest (1/Day). The vampire magically calls a flock of 5d10 eagles (eagle).  While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for either 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

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

An Elven Vampire is an elf who has returned from death via the Elven Vampire strain of vampires.

In the case of elves, this race-specific vampirism is officially known as an Elven Vampire, and the strain itself is known as the Elven Vampire Strain. Hence, the term "Elven Vampires" refers not to all elves who are vampires, but only those vampire elves who specifically have the Elven Vampire Strain of vampirism.

To avoid this confusion, creatures affected by this strain are also called albesadow.

Elven vampires are a malignant tumor on the world, poisoning all natural things around them by their very presence.  The transformation to undeath warps and scars the elven vampire's features, warping them into twisted mockeries of their formers selves.  Elven vampires often hide their monstrous visages behind veils or dark, voluminous cloaks.

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

Name Date Modified Views Adds Version Actions
12/25/2017 12:43:31 AM
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4
1.0
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5/16/2021 6:25:14 AM
2406
47
1.2
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8/29/2021 3:46:53 AM
2403
1
2.2
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Monster Tags: Shapechanger

Habitat: ForestUrban

Lord_Thom

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