Medium Undead (Shapechanger), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

 

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 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 health equal to half of its hit points 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.

Actions

Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. 

Unarmed Strike. Melee Weapon Attack +9; to hit, reach 5 ft., one creature. Hit: 2d8 + 4 Slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. Melee Weapon Attack: +9; to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire. Hit: 2d6 + 4; damage plus 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 spawns under the vampire’s control.

 

Frenzy. the vampire makes X number of attacks with X being the number of enemies inflicted with bleed. During Frenzy Briar fails all wisdom and intelligent saving throws

Chilling scream. Let out a scream that removes frenzy and deals thunder damage 3d12+5. Make a wisdom saving throw DC 14 to take half damage

Marked with blood (1/day) Make a DC 20 charisma saving throw, with advantage if you are not bleeding. On failure you are marked. gain advantage on marked targets and can HeadRush to them on their turn. Arriving at the location, surrounding targets make a DC 13 Wisom saving throw or be feared until end of your turn

Bonus Actions

Bleed

every successful melee attack Briar makes applies a stack of bleed and does 1d4 at the start of the players turn unless they receive healing or uses a medicine kit

Reactions

HeadRush. Briar enters a frenzy and rushes over to the target that just attacked her, making an Unarmed Strike without provoking opportunity attacks. Make a DC 15 Con saving throw or be stunned until the end of your next turn and have your armour reduced by 1d4 until repaired 

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s 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.

Unarmed Strike. The vampire makes one unarmed strike.

Bite. The vampire makes one bite attack.

Chilling scream. the vampire makes a chilling scream attack

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Monster Tags: Shapechanger

Habitat: Urban

SpongeS4

Comments

Posts Quoted:
Reply
Clear All Quotes