Medium Undead (Shapechanger), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR
18 (+4)
DEX
20 (+5)
CON
16 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws DEX +9, CON +7, CHA +7
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60, Darkvision 120 ft., Passive Perception 14
Languages the languages it knew in life
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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 40 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.

Legendary Durability (1/Day). If the vampire fails a saving throw, it can choose to reroll the saving throw.

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 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.

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.

Echolocation. The vampire can't use its blindsight while deafened.

Actions

Multiattack. (Vampire Form Only). The vampire makes three attacks: one with its bite, and two with its claws.

Claws (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 4) slashing damage, and the target is grappled (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.

Invisibility (Vampire Form Only). The vampire turns invisible, provided it is not in sunlight or running water. The invisibility lasts until the vampire makes an attack roll, casts a spell, or until its concentration ends (as if concentrating on a spell). The vampire automatically loses its concentration if it takes radiant damage or damage from running water or holy water.

Description

Higher vampires have a great amount of control over the nature of the curse they pass onto their progeny, and seem able to guide their physiological development to suit their needs. Nightstalkers are even more well-adapted for silent ambushes than would be expected of a vampire, and are able to close distances from the shadows with unnatural, bounding leaps.

Monster Tags: Shapechanger

Habitat: Urban

Trowbridge92

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