Shapechanger. The Count can polymorph into a Tiny bat or back into its true form. While in bat form, the Count 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.
Regeneration. The vampire regains 5 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:
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.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +5 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: +5 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 3 (1d6) 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.
Charm. The Count targets one humanoid it can see within 30 feet of it. If the target can see the Count, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the Count. The charmed target regards the Count as a trusted friend to be heeded and protected. Although the target isn't under the Count's control, it takes the Count's requests or actions in the most favorable way it can, and it is a willing target for the Count's bite attack. The target must succeed a DC 15 Wisdom saving throw before attacking the Count.
Each time the Count does 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.
The Count 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 Count regains spent legendary actions at the start of its turn.
Move. The Count moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The Count makes one unarmed strike.
Bite.(Costs 2 Actions). The Count makes one bite attack.
Lair and Lair Actions
The Count's Lair
A Count lair is a crypt beneath the manor. 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 Count’s lair/manor 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 Count is destroyed, these effects end after 2d6 days.
Previous Versions
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11/8/2022 1:23:32 PM
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Coming Soon
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