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.
Sorcery Points. The vampire has 11 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:
Heightened Spell: When the vampire casts a spell that forces a creature to make a saving throw to resist the spell's effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Quickened Spell: When the vampire casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
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 two Claw or Elemental Bolt attacks in any combination. It can replace one Claw or Elemental Bolt 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: 6 (1d6 + 3) slashing damage, plus 9 (2d8) acid, cold, fire, or lightning (vampire's choice) damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
Elemental Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 15 (2d10 + 4) acid, cold, fire, or lightning (vampire's choice) damage.
Spellcasting. The vampire casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
At will: dancing lights, mage hand, minor illusion,
2/day each: charm person, mirror image, lightning bolt
1/day each: circle of death, dominate person, greater invisibility
Arcane Defense (3/Day). When it is hit by an attack, the vampire protects itself with an invisible barrier of magical force. Until the end of its next turn, the vampire gains a +5 bonus to AC, including against the triggering attack and it takes no damage from magic missile.
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