Legendary Resistance. (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 25 hit points at the start of its turn if it has at leat 1 hit point. If the vampire takes radiant damage, it regains 10 hit points from the next use of this trait instead.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Stake to the Heart. The vampire dies if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Multiattack. The vampire makes three attacks, only one of which can be a bite.
Claws. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the target is a creature, the vampire can grapple the target. (escape DC 19).
Bite. Melee weapon attack: +11 to hit, reach 5ft., one creature. Hit: (2d8 + 6) piercing damage and 17 (5d6) 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 rises the following night as a vampire spawn under this vampires control.
Beast Form. If the vampire isn't in sunlight, it polymorphs into a medium or smaller beast, usually with thangs and claws, or back into it's true form. While in beast form, the vampire can gain a fly or swim speed of 30 feet, but its other statistics remain the same. If the new form lacks claws, the vampire can make slam attacks that deal the same amount of bludgeoning damage. Anything it wears transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
Mist Form. If the vampire isn't in sunlight, it polymorphs into a medium cloud of mist, or back into its true from. Anything it wears of carries transforms with it. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 120ft., can hover, and can enter a hostile creature's space, the mist can do so without squeezing, but it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws. A vampire in mist form is immune to nonmagical damage, except damage from sunlight, and has resistance to damage other than radiant. The vampire reverts to its true form if it dies.
Misty Escape. When it drops to 0 hit points outside of its resting place, the vampire transforms into its mist form instead of falling unconscious.If the vampire can't t transform it dies. While it has 0 hit points in mist form, the vampire dies if it takes damage three times or radiant damage once. It can't willingly revert to its vampire form, and it must reach its resting place within 2 hours or die. 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.
The vampire can take 3 legendary actions, choosing from the options here. Only one legendary action option can be used at a time and only at the end of another creatures 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.
Claws. The vampire attacks once with its claws.
Bite (2 Actions). The Vampire makes one bite attack.
Purify Blood (2 Actions). Even if the vampire can't take actions, one condition ends on it.
Description
Grim Hollows version of the Vampire. They list an ancient vampire as being someone who has spent 250+ years as a vampire.
Lair and Lair Actions
While the vampire is in its castle, they can take lair actions as long as they aren't incapacitated.
Lair Actions
On initiative count 20 (losing initiative ties), the [vampire] takes a lair action to cause one of the following effects; the [vampire] can’t use the same effect two rounds in a row:
- A swarm forms from the insects in the area. The Vampire commands the swarm, which takes its turn just after the vampire. The swarm of insects remains until the vampire takes a different lair action, until the swarm is dispersed, or until the vampire drops to 0 hit points.
- Thorny vines or bloody tentacles erupt from the ground in a 30 foot radius centered on a point the vampire chooses within 120 feet of the vampire. This area is difficult terrain for creatures of the vampires choice. When the impediments appear, each creature of the vampires choice must succeed on a DC15 strength saving throw or be grappled (escape dc15) and restrained in this way while grappled in this way. The plants or tentacles retrat into the ground when the vampire uses another lair action or the vampire drops to 0 hit points.
- Thick mist rolls out from the vampires position in a 30 foot radius sphere. The sphere spreads around all corners, and its area is heavily obscured for all creatures except the vampire. It lasts until the vampire takes another lair action the vampire uses a bonus action to dismiss it, the vampire drops to 0 hit points, or a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Regional Effects
The power of an adult or ancient vampires curse changes the region surrounding the vampires lair, which creates one or more of the following effects:
- Biting insects and their larvae increase noticeably in population within 1 mile of the lair.
- Unnerving natural sounds - twigs breaking, leaves crunching, trees creaking, and so on, are louder within 1 mile of the lair.
- Plants within 500 feet of the lair are tougher, twisted, and any thorns or thistles they have are longer and more painful when they prick.
- The air within 500 feet of the lair is noticeable colder and smells faintly of blood.
If the vampire dies those effects linger for one week then dissipate over 1d6 days.
If the [monster name] dies, these effects fade over the course of #d# days.
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