Medium Undead (Shapechanger), Lawful Evil
Armor Class 16 (Natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
15 (+2)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws STR +6, DEX +6, CON +6, WIS +5, CHA +6
Skills Acrobatics +6, Athletics +6, Perception +5, Persuasion +9, Stealth +6
Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 300ft. , Passive Perception 15
Languages Common plus any languages it knew in life.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Blood Sense. The vampire knows the exact location of a creature below half its hit point maximum or has its hit point maximum reduced as long as it is within 1 mile of it. 

Gloom Sight. The vampire's vision isn't obscured by darkness. 

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of 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. 

Regeneration. The vampire regains 10 hit points at the start of each of its turns. 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. 

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a tiny Bat, a medium cloud of mist, or back to its true form. 

Spellcasting. The vampire is an 8th-level spellcaster. Its spellcasting ability is Charisma(spell save DC 14, +6 to hit with spells). The vampire has the following spells prepared:

  • Cantrips(at will): Thaumaturgy, Toll the Dead. 
  • 1st level(4 slots): Charm Person, Inflict Wounds.
  • 2nd level(3 slots): Hold Person, Suggestion.
  • 3rd level(3 slots): Fly, Vampiric Touch.
  • 4th level(2 slots): Blight. 

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Turn Defiance. The vampire has advantage on saving throws against effects that turn undead.

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 if it ends its turn in running water. 
  • 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. 

Undead Nature. The vampire does not require air, food, or sleep. 

 

Actions

Multiattack: The vampire casts a spell and makes two Claw attacks. It can substitute these Claw attacks with its Vampiric Drain. 

Claw: Melee weapon attack, +6 to hit, reach 5ft, one target. Hit 13(4d4+3) slashing damage and the target is grappled(escape DC 14).

Vampiric Drain: The vampire chooses a creature it can see within 60ft of it. That creature must make a DC 15 Constitution saving throw or take 13(3d8) necrotic damage and the vampire regains hit points equal to the damage dealt. 

Bonus Actions

Bite: Melee weapon attack, +6 to hit, reach 5ft, one willing creature or a creature grappled by the vampire, Incapacitated, Restrained, or Unconscious. Hit 8(2d4+3) piercing damage plus 10(3d6) 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. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Shadow Stealth: While in dim light or darkness, the vampire can use its bonus action to take the Hide action. 

Description

Vampire Fledglings are not much different from the Material Plane's Vampire or its Vampire Spawns and Spellcasters. However, the key thing that sets them apart is their ability to resist drinking the blood of the innocent. Vampire Fledglings are not as evil as normal vampires and just as seductive as the Thessidian Vampire of the ocean, as Vampire Fledglings are all female. Their appearance makes them more suitable as a hunter of humans at night as some prowl the streets of cities, searching for their next victim. There have been instances where when a Vampire Fledgling has a stake driven into her heart that is removed, the Vampire Fledgling is obligated to perform one favor for the one who removed the stake. They mainly associate with humanoids that lead destructive or evil lives, such as Skeletons, Leviakin, and Murlocs, striking deals that the Vampire Fledgling will fulfill at the cost of one individual to drain the blood of. 

Vampire Fledglings are young vampires, about the equivalent of an 18-21-year-old human, and aren't as experienced as older vampires, so they rely on seduction and their beauty to lure in prey. They especially enjoy using Hemophages to hunt prey, ordering them to deliver it alive. Vampire Fledglings do associate with Thessidian Vampires, but very rarely will one see this dealing, and those that do rarely live to tell the tale. 

Shadowtouched_Rezakiri

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