Amphibious: The vampire can breathe air and water.
Magic weapons. The vampire's weapon attacks are magical
Shapechanger. If the vampire isn't in sun light, it can use its action to polymorph into a Tiny bat or back into its true form
Dual wielder. The vampire gains a +1 bonus to AC while It's wielding a separate melee weapon in each hand. It can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light. It can draw or stow two one-handed weapons when it would normally be able to draw or stow only one
Legendary Resistance (1/day). If the vampire fails a saving throw, it can choose to succeed instead.
Two-Weapon Fighting. When the vampire engage in two-weapon fighting, it can add it's ability modifier to the damage of the second attack
charge. If the vampire moves at least 30 ft. straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra [4D6] 12 damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone
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. 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
Vampire Weaknesses. The vampire has the following flaws:
Underwater ability Improvement. While underwater the vampire can increase strength score of It's choice by 2, or It can increase it dexterity and constitution by 1
Innate Spellcasting. The vampire's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells requiring no material components:
5/day : shield
3/day each: hold monster, disguise self
Multiattack (Vampire Form Only).The vampire makes two attacks both with its long sword
Longsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:29 (5d8 + 5) slashing damage plus 12 (3d8) nerotic damage. If the vampire scores a critical hit, it rolls damage dice three times, instead of twice
Pirates of the Night (1/Day).The vampire magically calls 1d20 skeletons provided that the sun isn't up. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The skeletons remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action
off hand attack. while the vampire wielding a weapon in its off hand it can make an extra attack with it
Parry. The vampire adds 2 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon
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
cast a spell (Costs 2 Actions). the vampire casts a spell
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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