Medium Undead, Neutral Evil
Armor Class 21 +1 studded leather, Shield
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
18 (+4)
DEX
20 (+5)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws DEX +9, WIS +4
Skills Perception +4, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Paralyzed
Senses Darkvision 120 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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.

Cloak of the Night. While the vampire is in dark or dim light, it is invisible.

Spellcasting: The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following warlock spells prepared:

(2/day): Mirror Image, Blight

(1/day): Confusion, Synaptic Static

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.

Actions

Multiattack. The vampire makes three attacks, only one of which can be a bite attack. Alternatively, the vampire may make 2 life leech attacks

Unholy +1 Longsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 +5) magical slashing damage + 9 (2d8) 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. 

Bite Melee Weapon Attack:  +8 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 13 (3d8) 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.

Life Leech: Ranged Spell attack: +8 to hit, range 120 ft., one target. Hit: 11 (2d10) necrotic damage and the vampire regains hit points equal to the damage dealt. The affected creature cannot regain hit points until the end of their next turn.

Bonus Actions

Misty Dash: The Vampire Spawn may teleport to a space it can see within 30 feet as a bonus action.

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.

Misty Dash. The vampire uses its misty dash ability

Unholy +1 Longsword: The vampire makes one Unholy +1 Longsword attack

spellcasting: The Vampire casts a spell from its spell list.

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Habitat: UnderdarkUrban

World_TNT

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