Medium Undead (Shapechanger), Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 153 (17d8 + 17)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +8, WIS +7, CHA +9
Skills Arcana +15, Perception +7, Stealth +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph 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.

Devil's Sight. Magical darkness doesn't impede the vampire's darkvision.

Legendary Resistance (1/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Magic Resistance. The vampire has advantage on saving throws against spells and other magical effects.

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.

Servant Maker. When casting the create undead spell, the vampire may choose to raise Ghoulish Servants instead of Ghouls. If they do so, they may only raise two Ghoulish Servants instead of three.

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.

Spellcasting. The vampire is a 14th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 18; +19 to hit with spell attacks). The vampire has the following spells prepared:

Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation, ray of frost

1st level (4 slots): burning hands, detect magic, disguise self, magic missile, shield

2nd level (3 slots): darkness, hold person, misty step

3rd level (3 slots): animate dead, counterspell, fireball, vampiric touch

4th level (3 slots): blight, ice storm, wall of fire

5th level (2 slots): cone of cold, dominate person

6th level (1 slots): chain lightning, create undead

7th level (1 slots): finger of death

Actions

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: 8 (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, or restrained. Hit: 7 (1d6 + 4) 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. 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.

 

Legendary Actions

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.

Cantrip. The vampire casts a cantrip.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Draining Touch (Costs 2 Actions). The vampire casts the chill touch cantrip, regaining hit points equal to the necrotic damage dealt.

Monster Tags: Shapechanger

Habitat: Urban

SlushieIV

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