Medium Undead (Shapechanger), Any Alignment
Armor Class 14 (natural armor)
Hit Points 36 (5d8 + 3)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws DEX +5, WIS +2, CHA +5
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 15
Languages the languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat, or back into its true form.

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

 

Regeneration. The vampire regains 10 hit points anytime the sun sets 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

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage.

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 5 (1d4 + 4) piercing damage plus 3(1d6) 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 spawn under the vampire's control.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Monster Tags: Shapechanger

Habitat: Urban

Dev_Dev_Dev

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