Don't Blink. So long as the Weeping Vampire is being watched by a living creature, it cannot move, and is made of stone. Undead do not count. A living creature cannot watch more than two Weeping Vampires at one time. A full second of darkness or not being observed is enough for a Weeping Vampire to move 2 feet.
Stony Grasp. Once a creature has been touched by the Weeping Vampire, it is considered grappled. If the Weeping Vampire is being watched, it is stone and cannot be escaped from. If it is not being watched, a nat. 20 will free creature from the Weeping Vampire's grasp.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points the Weeping Vampire falls into dust and is absorbed back into its lair. After 20 turns, it may return to the field at full health.
Regeneration. The Weeping Vampire regains 5 hit points at the start of its turn if it has not been hit over the previous round.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stony Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage.
Lair and Lair Actions
Markov Mannor
Nahiri reduced the home of the Markovs to rubble and twisted structures, trapping the vampires inside within its stone foundations.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- All light within the lair disappears for 5 whole seconds.
- Choose one creature. It must make a Dex. Saving Throw, (14 to beat). On a fail, it is rooted in place by stony vines for three turns.
- The terrain within a 50 foot circle becomes Difficult Terrain.
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