Beast Form. If the vampire isn't in sunlight, it polymorphs into a small or smaller beast, usually with fangs and claws or back into its true form. While in beast form, the vampire can gain a fly or swim speed of 30ft, but its other statistics remain the same. If the new form lacks clays, the vampire can make slam attacks that deal the same amount of bludgeoning damage. Anything it wears transforms with it but nothing it is carrying does. It reverts to its true form if it dies
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
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. If the vampire takes radiant damage or damage from a silvered weapon, 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.
Silver to the Heart. The vampire dies if a piercing weapon made of silver is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). The vampire makes three attacks, only one of which can be a bite attack.
Claw (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing 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: 11 (2d6 + 4) piercing damage plus 14 (4d6) 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.
Earthen Escape . When it drops to 0 Hit points the vampire and what ever it is wearing and carrying sinks into nonmagical, unworked earth or any non magical stone. The substance must be large enough to contain the vampires body and must be within 50ft of the vampire, or this reaction fails to work. If the vampire cant meld with the earth or stone, it dies.
Once within the earth or stone the vampire is paralyzed until it regains at least 1 hitpoint. The vampire can only hear what is going on beyond the earth or stone its within and makes Wisdom (Perception) check to do so with disadvantage.
If damage to the earth or stone or a change in its shape makes it too small to accommodate the vampire, the vampire dies if it is still at 0 hit points, and its body and gear are expelled from the earth or stone. After spending 1 hour in the earth or stone with 0 hit points, the vampire gains 1 hit point.
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.
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.
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