Medium Undead, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
18 (+4)
Saving Throws DEX +5, WIS +2
Skills Perception +2, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 15
Languages All the languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
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. 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, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

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

Bite. Melee Weapon Attack: +5 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 its hit point maximum is reduced to 0.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Charm. One humanoid the vampire can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.

Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this vampire's Charm for the next 24 hours.

The vampire can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

 

Description

Undead Nature. A vampire does not require air.

Previous Versions

Name Date Modified Views Adds Version Actions
5/13/2022 10:52:41 PM
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Coming Soon

Habitat: Urban

Xyrlian

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