Medium Undead, Lawful Evil
Armor Class 18 (plate)
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +7, WIS +5, CHA +7
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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.

Vampire Weaknesses. The vampire has the following flaws:

 Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is prone. The vampire can add 1d4 to their AC when a player makes an attack roll to exploit this weakness.

 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 (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (1d12 + 4) slashing damage.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 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 14).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 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.

 

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of (swarm of bats, that the sun isn’t up. 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.

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2019 7:47:44 PM
3
0
From Duck Till Dawn
Coming Soon
9/4/2019 7:49:19 PM
2
0
From Dusk Till Dawn (rev 2)
Coming Soon

Monster Tags: Shapechanger

Habitat: Urban

WhenBearsReign

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