Medium Undead, Chaotic Evil
Armor Class 12 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws DEX +3, WIS +4
Skills Perception +3
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Bound. The vampire can take actions only if released to do so. Another creature must use its action to release the vampire.

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

Twisted Scream The vampire screams an unintelligible stream of twisted words. Each creature within 20ft of the vampire and able to hear must make a DC 13 Charisma saving throw. On a failure,  a creature takes 14 (4d6) psychic damage and can not take reactions until the beginning of its next turn. If the save is successful, the creature takes only half damage and can still make reactions.

Reactions

Maddening Gaze When attacked or targeted with a spell by creature within 30ft of it that it can see, the vampire fixes a gaze on the attacker. If the target can see the vampire they must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and must choose the closest target,  other than the vampire. If it can't choose a target other than itself, it must choose itself. On a success, the target takes only half the psychic damage and can target the vampire. If a creature can't be charmed, it is immune to this effect.  A creature that successfully saves against the vampire's gaze is immune to it for the next 1hr.

Description

Bonded Vampire

Not all vampires roam freely through the night. Mortals who fight on the side of good sometimes capture vampires, reforging darkness to serve the light. For years, sometimes centuries, a bonded vampire lives in such tortured servitude, it's personality shattering into madness under the strain.

Bonded and Cloaked

A bonded Vampire is bound in chains of silver, arms drawn behind its back and fingertips clipped neatly off. The monster's fangs are pulled, and lower legs are broken and mishealed, hobbling the vampire to prevent escape. Thick black leather shrouds the vampire,  protecting it just enough from sunlight to prevent death but still not slight burning and smoking. Some bonded vampires have tattoos of holy glyphs that constantly sizzle, binding their subjects to serve the greater good.

Unearthly Maddness

Whatever a bound vampire was, whether in life or undeath, leaves it's mind after a year. Continual pain drives out all sanity. A splintered mind allows a bonded vampiretto peer into unseen world's beyond known reality. They then speak of what they see in a tongue no mortal can interpret.

Darkness Reforged

Those that bind vampires have learned how to use the vampire's cursed tongue and maddening gaze as weapons. With leather blinders and a gag, a bound vampire remains quiet and compliant until unleashed. The vampire's gaze inflicts suicidal madness, and it's dark words tear into the delicate spiritual fabric of those unprepared for what they hear. Such a vampire's handlers are sometimes deaf, but those that can hear block their ears against their charge's profane screams.

Previous Versions

Name Date Modified Views Adds Version Actions
7/22/2019 6:34:19 PM
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Mid CR
Coming Soon

Habitat: ForestUrban

Bob_Vila

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