Medium Undead (Wizard), Neutral Evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +5, WIS +3
Skills Arcana +6, Perception +3
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
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:

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 when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

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

Claws. Melee Weapon Attack: +5 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 13).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 2) 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.

Bonus Actions

Summon Shade.  Melee Spell Attack: +6 to hit, one creature, 7 (1d8+3) necrotic damage.  Creature must succeed on a DC 14 Charisma saving throw or have its hit point maximum reduced by an amount equal to half the damage taken, rounded up.  This reduction lasts until the creature finishes a long rest.  The target dies if this effect reduces its hit point maximum to 0.

The Vampire Sciomancer creates a floating, spectral force that takes the form of a long-dead humanoid and lasts for one minute.  The specter appears within 60 feet in a space of the Sciomancer's choice and can immediately makes one melee spell attack.  As a Bonus Action on its later turns, it can move the specter up to 20 feet and repeat the attack against a creature within 5 feet of it.  This effect requires concentration by the Sciomancer.

Habitat: UnderdarkUrban

CTierCavalier

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