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.
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.
Misty Escape: When it drops to 0 Hit Points outside its Resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 Hit Points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting place with 0 Hit Points, it regains 1 hit point.
Vampire Monk
Betha Bloodborn is also a 10th level monk in addition to being a vampire. In life she followed the Monastic tradition of the The Way of the Open Hand. As such she has all the abilities that a 10th level monk of that tradition has.
Ki Regeneration: Betha Bloodborn has 10 ki points. If she strikes critically during combat she may regain 2 of those ki points at that time.
Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Open Hand Technique
Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 17), get pushed up to 15 ft. if it fails a STR saving throw (DC 17), or it can't take reaction until the end of your next turn.
Stunning Strike
When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 17).
Evasion
When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.
Stillness of Mind: 1 Action.
Purity of Body
You are immune to disease and poison.
Multiattack. The vampire makes three attacks, only one of which can be a bite attack.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 3) piercing damage plus (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
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft. One creature. Hit (1d8 + 4) Bludgeoning damage.
Deflect Missiles.
The Monk can use it's reaction to deflect or catch the missile when it is hit by a ranged weapon attack. When it does so, the damage it's take from the attack is reduced by 1d10 + 10.
If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold in one hand and it has at least one hand free. If it catches a missile in this way, the Monk can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The attack is part of the reaction and has a normal range of 20 feet and a long range of 60 feet.
Description
A vampiric Monk is a rare breed. When they are created there are not many foes who can stand toe-to-toe and live to tell the tale.
These undead marital artists combine their monastic knowledge with their blood-lust and prove to be a formidable foe even to their own masters.
Awakened to an endless night, a Monk Vampire hungers for the life they have lost and sate that hunger by drinking the blood of the living. Monk Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. Neither a vampire nor a vampire spawn requires air.
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.
Lair Actions: On initiative 20 the lair will make the following actions based the table below. Roll 1d4 to determine each lair action per round.
| 1d4 | Lair Action | Lair Action details |
| 1 | Consuming Shadows | Every hostile creature within the lair must make a WIS saving throw DC16. Each creature that fails will suffer 5d10 necrotic damage, half on a successful roll as a necrotic cloud appears in the lair during the turn this ability was rolled. |
| 2 | Blood Draw | A random hostile creature within the Vampire's lair must succeed on a CON saving throw DC16. On a failed save, the affected target suffers 2d8 nectroic damage, half on a successful save as a pool of blood appears under their feet and their lifeforce is consumed for four turns, the creature must make another save the following turn. Lesser Restoration will remove this effect. |
| 3 | Darkness | Magical darkness fills the Vampire's Lair giving disadvantage on all attack and saving rolls by hostile creatures for one turn. |
| 4 | Sloth | A random hostile creature within the Vampire's lair must succeed on a WIS saving throw DC16. On a failed save, the creature is considered to have the Slow Spell cast upon them for two rounds. The affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. The affectet creature may make a saving throw at the end of its turn while it is under this effect. |
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