Medium Undead (Wizard), Neutral Evil
Armor Class 21 (natural armor + Mage Armor)
Hit Points 108 (11d8 + 39)
Speed 30 ft., Climb 30 ft., Fly 60 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +6, INT +8, WIS +5, CHA +7
Skills Acrobatics +6, Arcana +8, Athletics +5, History +8, Perception +8, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 18
Languages Abyssal, Common, Draconic, Elvish, Orc the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting (Psionics). The Mage's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: invisibility, misty step, see invisibility, shield

Psychic Defense. While the Mage is wearing no armor and wielding no shield, its AC includes its Intelligence modifier.

Potent Cantrips. The spellcaster can add his spellcasting ability modifier to the damage he deals with any cantrip.

Spellcasting (Mage). The spellcaster’s spellcasting ability is Intelligence (spell save DC 19, +7 to hit with spell attacks). He has following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, minor illusion

1st level (4 slots): burning hands, mage armor, shield, sleep

2nd level (3 slots): flaming sphere, mind spike, Tasha's mind whip

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (2 slot): fire shield, wall of fire

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 githzerai makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, or 7 (1d8+3) bludgeoning damage if used with two hands.

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

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (2d6+3) 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.

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
10/19/2022 5:20:12 AM
2
0
1.5
Coming Soon
2/28/2023 5:15:13 AM
13
1
2.0
Coming Soon
2/28/2023 5:23:38 AM
13
1
2.5
Coming Soon

Monster Tags: undead

Habitat: UnderdarkUrban

Teyrn_Highever

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