Medium Undead, Neutral Evil
Armor Class 21 (Plate + natural armor)
Hit Points 163 (22d12 + 64)
Speed 30 ft., Climb 25 ft.
STR
22 (+6)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +6, WIS +5
Skills Athletics +9, Intimidation +8, Perception +7, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Indomitable (2/Day). The champion rerolls a failed saving throw.

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.

Actions

Multiattack. The champion makes three Greatsword or Shortbow attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.

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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 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 this effect reduces its hit point maximum to 0.

Bonus Actions

 Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.

Reactions

 

Legendary Actions

 

Mythic Actions

 

Description

 

Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.

A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms for a champion or roll on the Champion’s Coats of Arms table to determine it.

Champion’s Coats of Arms

d12 Coat of Arms
1 Three lit candles on a purple field
2 Sea serpent coiled around a trident on a blue field
3 Hunting horn banded in gold on a gray field
4 Raised fist grasping an anchor on a quartered field of blue and white
5 Turtle with crenelated tower on its shell on a white field
6 Dragon skull supported on either side by dragon wings on a red field
7 Yellow chicken foot on a black field
8 Lightning bolt splitting a galley in two on a blue field
9 Two crouching displacer beasts facing each other on a yellow field
10 Knotted brambles on a green field
11 Red owlbear with a silver crown on a checkered field of black and white
12 Black anvil cracked down the middle on an orange field

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

Name Date Modified Views Adds Version Actions
10/18/2022 6:36:11 AM
7
2
1
Coming Soon

Monster Tags: undead

Habitat: UnderdarkUrban

Teyrn_Highever

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