Medium Undead, Neutral Evil
Armor Class 12 Natural Armor
Hit Points 52 (11d8 + 16)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +4, WIS +3
Skills Perception +3, Stealth +6
Senses Darkvision 60 ft., Passive Perception 11
Languages the languages it knew in life
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Regeneration. The vampire regains 2 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.

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

Sunlight Sensitivity. . While in sunlight, it has disadvantage on attack rolls and ability checks.

Keen Senses. Has advantage on perception checks that rely on sight, hearing, or smell.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Long Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

 

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.

Habitat: UnderdarkUrban

TezcatlipocaItzli

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