Medium Undead, Neutral Evil
Armor Class 19 (splint mail)
Hit Points 96 (13d8 + 38)
Speed 30 ft., Climb 30 ft.
STR
18 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +8, DEX +7, CON +8
Skills Athletics +9, Perception +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
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.

Nimble Climber. The vampire has a 30. ft climb speed and advantage on skill checks related to climbing.

Blood Crazed. As a bonus action, the vampire can move up to 20 feet toward a hostile creature, or make a single non-bite melee attack. 

New and Improved. When wearing heavy armor, the vampire adds up to 2 of its dex modifier to its AC, but loses its dex saving throw proficiency. When wearing medium armor, it adds up to 3 of its dex modifier to its AC and suffers no penalty to stealth for it.

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.

Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) damage if used with 2 hands.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).

Bite. Melee Weapon Attack: +8 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 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.

Description

Sometimes a vampire spawn will be made from a person who was a skilled fighter in life. Due to the obvious combat benefits vampirism brings, such a being will often take to employing their new gifts with a manic glee and make exceptional protectors for their new master. Unlike most vampires, these guardians may enjoy marrying vampiric power with the arms and armor of mortals.

Habitat: UnderdarkUrban

ShaydyCharacter

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