Bountiful Luck (1/Long Rest). When an ally the vampire can see within 30 feet of it rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, it can use its reaction to let the ally reroll the die. The ally must use the new roll.
Fates Design. The vampire can make an attack made with its strings of death a critical hit. However doing so, the vampire gains one level of exhaustion at the end of its turn.
Innate Luck (12 Luck Points).
The vampire has a number of Luck Points equal to its Charisma score and can spend the points on the benefits below. The vampire regains its expended Luck Points when it finishes a Long Rest.
Advantage. When the vampire rolls a d20 for a d20, it can spend 1 Luck Point to give itself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against the vampire, it can spend 1 Luck Point to impose Disadvantage on that roll.
Precise Control. As an action the vampire can use its string of death to interact with an object within range. The vampire can use its strings of death to open an unlocked door or container, slow or even retrieve an item from an open container, or tip or flip some object. The string used to interact cannot attack or activate magic items or carry more than 5 pounds.
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.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Multiattack. The vampire makes two attacks with its strings of death.
Strings of Death. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 19 (3d8 + 4) slashing damage plus 6 (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.
Claws. 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 13).
Bite. 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: 6 (1d6 + 3) 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.
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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