Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, 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.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
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 20 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:
- Forbiddance. It can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. It 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.
Blood Thirst. If the vampire spawn hits with its claw attack, it can grapple the target (escape DC 12) instead of dealing the damage. Until this grapple ends, the target is restrained, and the vampire spawn can't claw another target.
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.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Claws (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) Slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 15).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +6 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 7 (2d6) 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.
Cowboy's Quick Draw (Recharge 5-6). The vampire spawn makes a ranged attack with its revolvers. Ranged Weapon Attack:+6 +6 to hit, range 40/120 ft., one target. Hit: 9 (2d6) piercing damage. The vampire spawn can make this attack twice.
Lair and Lair Actions
Background:
The Vampire Spawn Bloodhunters were once notorious outlaws in the Old West, hunted by Dalton and his deputies for their numerous crimes. They were captured and brought to justice by Dalton himself, who saw their potential as deadly enforcers after his transformation. Using the power granted by Orcus, Dalton turned these criminals into vampire spawn, bound to his will and cursed to hunt the living in undeath.
Creation and Transformation:
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Blood Ritual: The Bloodhunters were created through a blood ritual that bound them to Dalton’s service. Their transformation into vampire spawn amplified their predatory instincts, making them relentless hunters with a thirst for blood and power.
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Cowboy’s Quick Draw: Even in undeath, the Bloodhunters retain their skills as gunslingers. Dalton equipped them with cursed revolvers, allowing them to draw and fire with supernatural speed. Their deadly accuracy makes them a fearsome threat in battle, combining their vampiric abilities with their old gunslinging prowess.
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