Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a medium cloud of mist, or back into its true form.
While in mist form, the vampire 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 saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Cannot be put to sleep.
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.
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 regains 20 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 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.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s companions do 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.
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: +9; to hit, reach 5 ft., one creature. Hit: (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: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated restrained. Hit: (1d6 + 4) piercing plus (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. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Deathly Choir. Any creature within 10 feet of Audrei that isn't protected by a Mind Blank spell hears in its mind the screams of the thousands of people Audrei has killed. As a bonus action, Audrei can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.
The vampire 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 vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
"Audrei Tepes' appearance is striking, with long flowing raven-black hair cascading down to her shoulders, framing her pale and captivating face. Her eyes, piercing and filled with an unsettling calm, seem to hold ancient secrets and a deep understanding of the shadows that surround her. Audrei's slender figure is draped in a tailored red dress and black bodice attire, exuding an air of elegance and grace that belies her deadly skills.
Audrei moves with a silent efficiency that seems almost supernatural. Her steps are light and calculated, never disturbing even the faintest whisper of sound. She possesses a supernatural grace, effortlessly gliding through the darkest of nights and seamlessly blending into the shadows.
She carries an aura of authority and commands respect from those around her. Her interactions are marked by a stoic demeanor, as she silently observes, listens, and executes her duties with unwavering dedication. Her loyalty to Strahd and her commitment to upholding his will make her a formidable and formidable opponent for any who dare to stand against them."
Audrei Tepes, the dusk elf chamberlain of Castle Ravenloft, has served Strahd’s family faithfully for nearly five hundred years. She is Strahd’s eternal servant, a longtime comrade-in-arms, and a ruthless warrior who has killed thousands in his lifetime.
Exile. Audrei was exiled for refusing to bow down to a dusk elf prince whom she considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Audrei helped Barov conquer them. The elf kingdom’s royal line was obliterated, the dusk elves hunted like rabbits. The few that survived were either subjugated or forced to live among the Vistani. So pleased was Barov with Audrei that the king made the dusk elf an honorary member of his family.
Chamberlain. After Barov died, Audrei continued to fight as one of Strahd’s generals. When the wars ended and Strahd turned his attention to building Castle Ravenloft, Audrei saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Audrei as his castle chamberlain. Audrei was pleased to do whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn’t perform their duties to his exacting standards.
When a dusk elf named Patrina Velikovna came knocking on Strahd’s door, Audrei could see that she intrigued Strahd, but Audrei was suspicious of her motives. Patrina tried to seduce Strahd with the prospect of immortality—something Strahd desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Audrei handled all of her master’s affairs and began searching for a woman who could tear Strahd away from Patrina Velikovna. In this task, she failed. Her goal was fulfilled, however, when Sergei, Strahd’s brother, found Tatyana.
Tatyana was Strahd’s type—a woman of exquisite beauty and gentle manner. When Strahd returned to Ravenloft, the young woman instantly caught his eye, and Audrei had the pleasure of informing Patrina that her presence at the castle was no longer desired.
Audrei's loyalty didn’t waver after Tatyana died and Strahd became a vampire. Audrei continued to do her master’s bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning them into vampire spawn. Audrei would see to it that these women were lavished with jewels and fine clothes, and made comfortable during their stay in Ravenloft.
Executioner. Patrina Velikovna and her people were living among the Vistani when they heard of Tatyana’s death and Strahd’s curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd’s love. This time, it was clear that Patrina craved Strahd’s power and that Strahd would never love her. Audrei assumed that Patrina would suffer the same fate as those women who had come before her. He was proven wrong when Patrina’s own people stoned her to death to keep Strahd from claiming her as his wife.
Strahd was upset that the dusk elves had taken Patrina from him. After securing her body and entombing it in the catacombs of Ravenloft, Strahd sent Audrei to punish the dusk elves. Rahadin slew the female elves so that the males couldn’t breed. He also sliced off the ears of Patrina’s brother, Kasimir, who had orchestrated the stoning.
Screams of the Dead. So dreadful a creature is Audrei that anyone who stands within 10 feet of her can hear the howling screams of the countless men and women she has killed in his lifetime. Audrei can’t hear them, nor would he be haunted by them if she could. The only thing she cares about is Strahd von Zarovich, for whom he would gladly give his life.
Audrei's Traits
Ideal. “Loyalty is everything.”
Bond. “I am a daughert of King Barov von Maxovich, and I will serve his son—my brother and lord—forever.” (Maybe that means serving Sergei instead of Strahd?)
Flaw. “I have slain thousands of men. I will slaughter thousands more to preserve the von Maxovich legacy.”
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.
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