Medium Undead (Shapechanger), Neutral Evil
Armor Class 15 Natural armor
Hit Points 77 (14d8 + 14)
Speed 30 ft., Fly 60 ft. in true form only
STR
8 (-1)
DEX
17 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
22 (+6)
Skills Deception +12, Insight +7, Perception +7, Persuasion +12
Damage Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60, Passive Perception 17
Languages Abyssal, Telepathy 60 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Collect LifeForce. Every time the vampire uses its Draining Kiss action or successfully charms a humanoid, it generates a Mote of LifeForce. The vampire can store up to 4 Motes at one time.

From Beyond. The vampire counts as an Aberration in addition to its other creature types.

Telepathic Bond. The vampire ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. In addition, the vampire can speak and understand all languages spoken and understood by creatures it has previously charmed.

Shapechanger. The vampire can use its action to polymorph into a copy of a humanoid that it has previously charmed and is still alive, or back into its true form. While not in its true form, the vampire loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Vampiric Weakness. If the vampire takes piercing damage from a weapon of wrought iron, it ignores its resistances. Additionally, the vampire must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.

Actions

Claw (True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Charm. One humanoid the vampire can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the vampire's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this vampire's Charm for the next 24 hours.

The vampire can have up to two targets charmed at a time. If it charms another beyond that, the effect on a previous target ends.

Draining Kiss. The vampire kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 33 (5d10 + 6) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

If a humanoid dies as a result of this action, 1d4 hours later, it rises as an Astral Vampire Spawn.

Possession. One Humanoid that the vampire can see within 5 ft. of it that is currently charmed by it must succeed on a DC 15 Charisma saving throw or be possessed by the vampire; the vampire then disappears, and the target is Incapacitated and loses control of its body. The vampire now controls the body but doesn't deprive the target of awareness. The vampire retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. The vampire can still use its Charm and Draining Kiss actions.

The possession lasts until the body drops to 0 Hit Points, the vampire ends it as a bonus Action, or the vampire is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the vampire reappears in an unoccupied space within 5 ft. of the body. The target is immune to this vampire's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Reactions

Project LifeForce (Costs 1 Mote). The vampire heals itself or one of its allies for 3d6 HP

Astral Rays (Costs 2 Motes). Ranged Spell Attack: +9 to hit, range 30/50 ft., one target. Hit: 24 (4d8 + 6) psychic damage. If this drops a creature to 0 HP, the vampire generates 1 Mote of LifeForce.

Description

Inspired by the vampires in the 1985, LifeForce.

We made this stat block over on our podcast: Creature Crunch. Available wherever you get your podcasts.

Habitat: Urban

The_Best_Disguise

Comments

Posts Quoted:
Reply
Clear All Quotes