Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws DEX +6, WIS +3
Skills Perception +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Spellcasting. The vampire is an 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following sorcerer spells prepared:

Cantrips (at will): mage hand, infestation, ray of frost, toll the dead

1st level (4 slots): charm person, mage armor

2nd level (3 slots): hold person, mirror image, misty step

3rd level (3 slots): catnap, lightning bolt

4th level (3 slot): charm monster, greater invisibility

5th level (2 slot): dominate person, synaptic static

6th level (1 slot): circle of death

Sorcery Points. The vampire has 11 sorcery points. She can spend 1 or more sorcery points to gain one of the following benefits:

 Heightened Spell: When the vampire casts a spell that forces a creature to make a saving throw to resist the spell's effects, she can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.

 Quickened Spell: When the vampire casts a spell that has a casting time of 1 action, she can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

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 when it ends its turn in running water.

  Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

  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 13).

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.

Monster Tags: undead

Habitat: UnderdarkUrban

SadHorizon

Comments

Posts Quoted:
Reply
Clear All Quotes