Medium Undead, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 143 (19d8 + 57)
Speed 40 ft.
STR
19 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
7 (-2)
WIS
9 (-1)
CHA
6 (-2)
Saving Throws DEX +5, CHA +1
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 120 ft., Passive Perception 9
Languages Only languages it knew in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Frenzy. While the vampire is missing more than half its health, it makes melee attacks with advantage and can use leap as a bonus action.

Rampage. When the vampire reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.

Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sun light 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:

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

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.

Bloodlust. The vampire pursues any blood that it can see with single minded determination, ignoring dangers to its life while it does so.

Actions

Multiattack. The vampire makes two claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage plus 13 (3d8) 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.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (3d8 + 4) slashing damage plus 11 (2d10) necrotic damage.

Leap (Recharge 5-6). The vampire leaps at a creature within 30 feet. That creature must succeed on a DC 15 Dexterity saving throw or be knocked prone and the vampire makes a bite attack against the creature. Success or failure, the vampire lands in an unoccupied space adjacent to the creature.

Description

When a vampire is deprived of blood, it begins to lost its mind. After enough time without blood, they lose any semblance of subtlety and will attack any creature they come across, looking for nothing more than to drink their blood.

Habitat: MountainUrban

Gellesteus

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