Medium Undead (Shapechanger), Any Alignment
Armor Class 18 (chain mail + shield)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Perception +7, Religion +8, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 120 ft., Passive Perception 17
Languages common, celetsial.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Oathbreaker/loyal: when using a vampire paladin you must choose if it is "loyal" or an "oathbreaker" this affects alignment and some abilities.

Smite: the vampire has a pool of 10 d8 that it can spend when it hits with an attack, it can spend at most 5 d8 at a time. each d8 it spends adds a d8 radiant damage to it's attack. this ability deals nectrotic damage for an oathbreaker

Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

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.

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 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 if it ends its turn in running water.

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.

Hesitation(loyal paladin only): if the vampire attacks a paladin/cleric of the same alignment as itself it has have disadvantage on it's attack rolls.

weakness to all thats holy: when a vampire paladin heals somebody with a healing spell it suffers a number of wounds equal to the amount healed. in addition when when a vampire paladin deals radiant damage it suffers the same amount of radiant damage as it dealt. 

Actions

Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Longsword (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) slashing damage.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 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 10 (3d6) 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. 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. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

channel divinity. (1/day) 

wrathful presence(oathbreaker only): every creature within 30 feet must make a wisdom saving throw (dc 17) or be frightened for one minute. frightened creatures can remake the save as an action on their turn.

Final favor(loyal only): the vampire can cast wish. however, it dies and turns to ash immediately after the effects of wish have taken place. 

spells: 

1st level: Command, Compelled dual, wrathful smite(oathbreaker only) hellish rebuke(oathbreaker only) cure wounds(loyal only) 

2nd level: Zone of truth.

3rd level: Revivfy(loyal only), Counterspell, Dispell magic.

(charisma is it's spellcasting modifier, spell save dc is 17 and spell attack modifier is +9)

Spell slots: 

1st level: 4

2nd level: 3

3rd level: 2 

 

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

Spell (Costs 3 actions) The vampire casts a spell.

Description

there are two types of vampire paladins:

oathbreaker:  a paladin that has broken their oath. perhaps they broke their oath by willingly  seeking out a way to turn themselves undead for the power and immortality of vampirism, perhaps they were turned against their own will but started to enjoy vampirism a bit too much, perhaps they commited a terrible crime and was cursed into vampirism by the god they served. oathbreaker vampire paladins are most often lawful evil and take pleasure in hurting others. they sometimes despise the god they used to serve. 

 

loyal: a paladin turned vampire against their will, they keep their alignment and faith from before they were turned. they will try to resist their bloodlust the best they can. many loyal paladin vampires look for a way to reverse their vampirism and they often hate themselves for their undead nature, many are also tormented by the question if their god still loves them. loyal vampire paladins are lawful good. 

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.

Previous Versions

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Monster Tags: Shapechanger

Habitat: Urban

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