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 1 hour 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 2 hours in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 15 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.
Turn Resistance. The vampire has advantage on saving throws against any effect that turns Undead.
Unusual Nature. The vampire doesn't require air.
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.
Multiattack (Vampire Form Only). The vampire makes two Unarmed Strike attacks. It can replace one Unarmed Strike attack with one Bite attack.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) 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. The vampire can only have four vampire spawn under its control at a time.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage, plus 4 (1d8) necrotic damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
Charm (Recharge 5-6). 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 13 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 for 1 hour 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.
Children of the Night (1/Day). The vampire magically calls 1d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 2d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Shapechange. If the vampire isn’t in sunlight or running water, it polymorphs into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire 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.
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.
Description
"Before you stands a lesser vampire, a fledgling in their undead form. Their visage is a haunting blend of both human and supernatural, bearing a pale and gaunt complexion. Their features appear sharp and angular, their eyes sunken and framed by dark circles, hinting at the hunger that consumes them. Fangs, although less developed than those of their fully transformed counterparts, protrude slightly from their mouth, a glimpse of the predatory nature that lies within. Despite their diminished stature, there is an air of menace about them, as if their newfound powers are still untamed and unpredictable."
Lesser Vampires.
In the shadowy corners of the night, where darkness and death intertwine, lesser vampires emerge as fledgling beings of the undead. Born from the blood of true vampires, they are the progeny of their powerful and ancient sires, still grappling to fully harness and control their newfound and formidable abilities.
True Vampire Fledling.
Lesser vampires exist in a state of perpetual transition, caught between the mortal realm they once inhabited and the eternal night of their vampiric existence. Their transformation into the undead has granted them a taste of immortality, but they lack the centuries of experience and mastery that their elders possess.
Thirst for Blood.
These fledgling creatures are marked by their insatiable hunger for blood, a constant reminder of their vampiric nature. Their need to feed drives them to seek out victims, not yet possessing the finesse and control to conceal their actions or blend seamlessly among the living. Often, their encounters are marked by brutality and savagery as they struggle to satiate their unquenchable thirst.
Innate Strength.
While lesser vampires lack the full range of abilities and powers of their more seasoned counterparts, they still possess remarkable strength, agility, and heightened senses. Their physical prowess allows them to move with uncanny speed and strike with surprising force, making them dangerous adversaries even in their fledgling state.
Lesser Control.
However, their nascent powers often lack finesse and control. Their ability to manipulate shadows and mist may be erratic, and their mind-controlling abilities may be less refined, resulting in imperfect and unpredictable outcomes. These limitations and inconsistencies can prove both a boon and a hindrance to lesser vampires, as their enemies may underestimate them, unaware of the true potential lurking within.
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 100 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 100 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 100 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
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