Medium Undead, Lawful Evil
Armor Class 20 (Plate, Shield)
Hit Points 119 (14d8 + 56)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +8, DEX +4, CON +8, WIS +7
Skills Perception +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 16
Languages the languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

 Preternatural Speed The vampire can use a bonus action to take then Dash, or the Disengage actions.

Regeneration. The vampire regains 15 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.

Subjugating Gaze As a bonus action, the vampire fixes its gaze on a creature it can see within 30ft. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw or the vampire has advantage on attack rolls against the target.The effect lasts until the target takes damage or until the start of the vampire's next turn. 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 for 1 hour.

Turning Defiance. The vampire have advantage on saving throws against effects that turn undead.

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. The vampire makes two longsword attacks.

Unarmed Strike  Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

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 10 (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 spawn under the vampire's control.

Longsword Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if the effect reduces its hit point maximum to 0.

Reactions

Shield Bash. If the vampire is the target of a melee attack, it can make a shield bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Habitat: Urban

Bob_Vila

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