Medium Undead (Shapechanger), Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 127 (15d8 + 60)
Speed 35 ft., (5 ft. in Bat form), (60 ft. in Wolf form), (0 ft. in Mist form) , Fly 60 ft. (in Bat form), (30 ft. hover in Mist form)
STR
18 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +6, WIS +6, CHA +7
Skills Athletics +7, Deception +7, Perception +6, Stealth +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion
Senses Darkvision 120 ft., Passive Perception 16
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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 10 hit points at the start of each of its turns, so long as it isn't Incapacitated. If the vampire takes radiant damage or starts its turn in direct sunlight, its regeneration doesn't function until it spends at least one round not in sunlight and or without taking radiant damage.

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 weaknesses typically associated with vampires, these weaknesses are fully detailed in its Characteristics.

Actions

Multiattack (Vampire Form Only). The vampire makes four attacks: one with its Bite, two with its Claws, and one with its Blood Drain.

Bite (Vampire, Wolf, or Bat Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a living creature, it loses an extra 14 (4d6) hit points and cannot regain hit points until the start of its next turn. If the target is Charmed by the vampire, it is considered vulnerable to the damage dealt and loses twice as many hit points.

Claw (Vampire, Wolf, or Bat Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (2d4) necrotic damage.

Blood Drain (Vampire or Mist Form). Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: The target loses 21 (6d6) hit points and must make a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the hit points lost. A creature that has its hit point maximum reduced to 0 by this effect, dies and is raised as a vampire spawn at dusk the next day under the vampires control.

Hypnotic Gaze (Recharge 5-6). The vampire attempts to bend a creature it can see within 60 feet of it to its will. The target must make a DC 15 Wisdom saving throw or be Charmed by the vampire for 24 hours. While Charmed in this manner, the effected creature regards the vampire as a close friend and willingly submits to the vampires Bite. Each time the vampire, or its companions do anything harmful towards the Charmed target, it can repeat its saving throw ending the effect on itself on a success.

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Bonus Actions

Change Shape. The vampire transforms into a Bat, Cloud of Mist, or a Wolf. The vampires speeds are altered and detailed appropriately in its Movement section, but it gains additional qualities depending on its form. While in its Wolf form, the vampire has advantage on attack rolls against creatures that have an ally adjacent to them. While in its Bat form, the vampires flying speed doesn't provoke opportunity attacks. In its Mist form, the vampire becomes immune to all damage except radiant.

Preternatural Speed. The vampire takes the Dash, or Dodge action.

Reactions

Control Undead. As a reaction to seeing or being targeted by an undead creature that has fewer hit dice than the vampire, it can force the undead to make a DC 15 Wisdom saving throw or be permanently charmed by the vampire. The vampire can maintain control of undead whose hit dice are less than or equal to half the vampires age. Other vampires of the same age make the save with advantage, older vampires automatically succeed.

Unnatural Reflexes. As a reaction to taking damage, the vampire can halve the incoming damage.

 

Description

Age: 0-99 years of undeath

Fledgling vampires are a step above spawn, they have access to most of the powers a typical mature vampire has but simply to a lesser extent. They are strong, fast, intelligent, and charismatic but they don't have the years of experience  that make an older vampire truly deadly.

Fledglings are often arrogant and full of bravado, believing that their unlife makes them invincible without taking their repertoire of  weaknesses into account when facing mortals in combat. They will typically fight until death unless they see one of their combatants wield holy magic, a stake of any kind, or demonstrate greater knowledge of vampiric adversaries. If they face a combatant that wields holy magic, they will ensure that they're out of sight before transforming into their mist or bat forms to escape.

Typical Vampire Weaknesses. 
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.

You can expand the weaknesses possessed by a vampire of any age, though Eminent and Patriarch/Matriarch vampires have lessened or none of the weaknesses lesser vampires suffer.

Monster Tags: Shapechangerundead

Habitat: UnderdarkUrban

Tw4tboi

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