Medium Undead, Typically Lawful Evil
Armor Class 18 Natural Armor
Hit Points 209 (22d8 + 110)
Speed
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +11, WIS +9, CHA +9
Skills Athletics +11, Perception +9, Stealth +11
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Necrotic, Poison
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 19
Languages the languages known in life
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Regeneration. The vampire regains 25 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage, it regains 10 hit points from the next use of this trait instead.

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

Actions

Multiattack. The vampire makes three attacks, only one of which can be a bite.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the target is a creature, the vampire can grapple the target (escape DC 19).

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage and 17 (5d6) 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. This 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 rises the following night as a vampire spawn under this vampire’s control.

Beast Form. If the vampire isn’t in sunlight, it polymorphs into a Medium or smaller beast, usually with fangs and claws, or back into its true form. While in beast form, the vampire can gain a fly or swim speed of 30 feet, but its other statistics remain the same. If the new form lacks claws, the vampire can make slam attacks that deal the same amount of bludgeoning damage. Anything it wears transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

Mist Form. If the vampire isn’t in sunlight, it polymorphs into a Medium cloud of mist, or back into its true form. Anything it wears or carries transforms with it. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 120 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, but it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws. A vampire in mist form is immune to nonmagical damage, except damage from sunlight, and has resistance to damage other than radiant. The vampire reverts to its true form if it dies.

Reactions

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into its Mist Form instead of falling unconscious. If the vampire can’t transform, it dies. While it has 0 hit points in mist form, the vampire dies if it takes damage three times or radiant damage once. It can’t willingly revert to its vampire form, and it must reach its resting place within 2 hours or die. 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.

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Claws. The vampire attacks once with its claws.

Bite (2 Actions). The vampire makes one bite attack.

Purify Blood (2 Actions). Even if the vampire can’t take actions, one condition ends on it.

Description

Vampires are known throughout Etharis, but many prefer to believe the dire creatures are stories meant to scare children into going to bed on time and to come home before sunset. That said, a few details are common among the tales:

DC 10 Intelligence (Religion): A vampire’s hunger is their focus, and if presented with large amounts of food—blood, fresh meat, and marrow—the creature might be distracted. Vampires heal quickly, but they have notable weaknesses. They share a weakness to sunlight and running water, and vampires can enter a home only if invited.

DC 15 Intelligence (History): Religious folk carry tales of vampires from region to region, but there are whispers that ancient vampires have infiltrated the upper echelons of some churches.

DC 20 Intelligence (History): Few know that a vampire’s weaknesses lessen as the vampire ages. Some vulnerabilities disappear completely, while the vampire’s body regenerates faster and faster. An ancient vampire even becomes inured to sunlight; pride might be an ancient’s greatest weakness. The vampire also gains power with age. Older vampires can turn to mist, transform into animals, and move and attack with frightening alacrity. It is said that a vampire isn’t truly dead until their heart has been destroyed. Folklore maintains that some vampires can regenerate even after being reduced to ash.

DC 20 Intelligence (History): Historical accounts tell of ancient vampires who have their claws in everything from politics and the economy to cultural activities. They have been known to have “friends” in high places.

DC 20 Intelligence (Religion): A vampire can sense if their vampiric kin come to harm. The blood bond they share is powerful, but this sense lacks precision. How a vampire reacts to the destruction of one of their kin depends on the vampire’s personality. Curing a vampire is a tricky business, requiring a vampire spawn’s progenitor to be slain and remove curse to be cast upon the spawn quickly. Thereafter, specific cures must be applied, and these remedies vary from vampire to vampire according to the tales. The body parts of a vampire can be used in various ways. Some can be made into magic items. Others can be used or consumed for various benefits. The downside is that consuming any

Credit to Grimhollow: The Monster Grimoire 

Monster Tags: undead

Zeigaria

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