Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
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.
Gulthias Link. For every turn a creature spends unconcious in the lair of the Blight Vampire, the Gulthias Tree feeds it 20 Hit points of healing.
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: (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: (1d6 + 4) piercing damage plus (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
Lashing roots(Recharge 5–6). The vampire uses its link to the Gulthias Tree to have its roots lash out on his enemies. The roots make 4 Lashing attacks on every creature in a 30ft range of the lair.
Lashing Attack (Vampire Form Only). Melee Weapon Attack: +4 to hit, reach 30 ft., one creature. Hit: (1d4 + 3) bludgeoning damage.
Charm. The vampire targets one humanoid it can see within 30 ft. 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 bit 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.
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Description
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Lair and Lair Actions
The Blight Vampire is a creature that was created to protect something within the roots of a Gulthias Tree, making its Lair the underground root cave of the tree itself.
Lair Actions
On initiative count 20 (losing initiative ties), the Blight Vampire takes a lair action to cause one of the following effects; the Blight Vampire can’t use the same effect two rounds in a row:
- The sticky black rot beneath your feet starts to glow in a gloomy purple shine. Small drips of the rot start to cling to your legs. Every creature affected by this Lair Action has to do a strength Saving throw. On a failed saving throw their movement is halfed until the end of their next turn and they take 1d4 necrotic damage.
- The roots within the walls start to shift and prepare for upcoming attacks. As the walls rumble every creature within the lair has to make a dexterity saving throw. On a failed save they fall prone.
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