Regeneration. The vampire regains 10 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.
Unusual Nature. The vampire doesn’t require air.
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 when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
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.
Multiattack. The vampire makes three Claw attacks. It can replace one Claw attack with one Bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage, plus 7 (2d6) 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.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
Spellcasting. The vampire casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
At will: friends, minor illusion
2/day each: charm person, disguise self, sleep
1/day each: fear, suggestion
Mantle of Majesty (Recharges after a Long Rest). The vampire casts command (save DC 15). For 1 minute or until its concentration ends (as if it were concentrating on a spell), it can cast command as a bonus action on each of its turns. Any creature charmed by the vampire automatically fails its saving throw.
Cutting Words (4/Day). When a creature the vampire can see within 60 feet of it makes an attack roll, an ability check, or a damage roll, it can roll a d8 and subtract the number rolled from the creature's roll.
Description
Once revered bards, now vampire spawn glamour bards serve as covert agents for vampire lords. Undergoing a vampiric transformation, they retain their charismatic allure, excelling at blending in with the living. These undead courtiers and infiltrators use enchanting magic and beguiling charm to navigate social circles, making them formidable adversaries skilled in espionage and subterfuge in the shadowy realms where vampire lords hold sway.
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