Assassinate.During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion.If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack.Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
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.
The Vampiric Assasin makes two attacks, only one of which can be a bite
Bite. 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.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (2d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (5d6) poison 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.
Hide in Shadows: Vampire can hide in darkness
Shortsword. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Description
The Vampiric Assassin is a master assassin who practices various occult rites to acquire vampiric power. This grants them many Vampiric Powers but not all, they cannot for example shape-shift or cast Charm. However they also do not suffer from some of their weaknesses, for example they are able to walk in sunlight. The assassin does however have to drink blood and will usually murder the innocent to achieve this.
Lair and Lair Actions
The vampiric assassin operates frequently outside of its lair, however if tracked down to their lair Vampiric Assassins do indeed have lairs in which they practice the death magic required for them to maintain their Vampiric Power. The lairs are often ankle deep in the blood in which they need to bathe. Lairs are often hidden under larger structures.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Bloodflood: All creatures in range make a DC 14 STR save or be dragged under the blood pool and take 1d6 damage per turn until they escape
Regional Effects
The region containing a legendary Vampiric Assassin’s lair is experiencing a series of strange murders as the Assassin feeds it also experiences economic boom as they exploit the area, which creates one or more of the following effects:
- Fearful populace: In the face of murders
- Increasing wealth of region: Vampiric Assassins are greedy and believe in using trickle down economics to keep a region prosperous to stop townsfolk from leaving
If the Vampiric Assassin dies, these effects fade over the course of 2d12 days.
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