Shapechanger. If the vampire of envy isn't in sunlight or running water, it can use its action to polymorph into a Tiny magpie or a Medium cloud of green mist, or back into its true form.
While in magpie form, the vampire of envy can't speak, its walking speed is 10 feet, and it has a flying speed of 50 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 of envy 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 damage, except the damage it takes from sunlight.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire of envy transforms into a cloud of green 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 of envy 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 of envy takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire of envy's next turn.
Spider Climb. The vampire of envy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire of envy has the following flaws:
- Forbiddance. The vampire of envy can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. The vampire of envy 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 of envy's heart while the vampire of envy is incapacitated in its resting place, the vampire of envy is paralyzed until the stake is removed.
- Sunlight Hypersensitivity. The vampire of envy takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Scoundrel. The vampire of envy can use a bonus action to disengage, dash, or hide.
Green-Eyed Monster. The vampire of envy has advantage on all Dexterity (Sleight of Hand) checks against any creature it has been actively studying for 1 minute.
Vampiric Envy. The vampire of envy is able to steal actions with its bite.
When the vampire of envy uses its bite attack against a creature, it can choose to force the creature to make a Constitution saving throw DC 15. On a failure, the vampire of envy is now able to use the last action the creature performed. The creature is unable to use that same action for 1 minute, until the vampire of envy dies, or until the vampire of envy uses its bite attack to steal another action. If the creature has not done any action in the last minute, it automatically succeeds the saving throw.
If the last action performed by the creature was a melee or ranged attack, the vampire of envy gains +1 to its ranged or melee attack rolls and damage rolls, depending on the one it stole.
If the last action performed by the creature was casting a spell, the vampire of envy is now able to cast that spell as an action or bonus action, depending on the spell, requiring no material components or spell slots and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). The creature from which the spell was stolen from is unable to cast that same spell for 1 minute, but can cast other spells.
Multiattack. (Vampire Form Only) The vampire of envy makes two attacks, only one of which can be a bite attack.
Claw. (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Crossbow. (Vampire Form Only). Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Bite. (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) necrotic damage. The vampire of envy regains hit points equal to the necrotic damage taken. A humanoid slain by a bite attack and then buried in the ground rises the following night as a vampire spawn under the vampire of envy's control.
Spellcasting. The vampire of envy casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
- At will: detect thoughts, mage hand
2/day each: invisibility, locate object, misty step, pass without trace
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Description
Created by Pointy Hat. Go check him out, I can't link him here.
Vampires of Envy covet what others hold dear. Those who die with a desire for something that someone other than themselves possesses turn into Vampires of Envy. When hunting, they steal the capabilities of their enemies for themselves. A wizard facing a Vampire of Envy might find themselves unable to cast the spell they just slung towards the Vampire, as the Vampire prepares to inflict that same spell upon the wizard.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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