Legendary Resistance (3/Day). If the Blood-Starved Vampire fails a saving throw, it can choose to succeed instead.
Aggressive. As a bonus action, the Blood-Starved Vampire can move up to its speed toward a hostile creature that it can see.
Rampage. When the Blood-Starved Vampire reduces a creature to 0 hit points, it enters a frenzied state. For 1 minute, it can make a bonus action attack with its Unarmed Strike each round. During this frenzy, it has disadvantage on Wisdom saving throws, and its AC decreases by 2.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Regeneration. The vampire regains 30 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn.
Curse of Blood Hunger. The Blood-Starved Vampire is unable to consume blood or heal through its Bite attack. Each night it begins without having fed on blood, it takes 20 psychic damage as the curse saps its vitality. When reduced to half its hit points or fewer, the vampire becomes frenzied, gaining advantage on melee attack rolls but losing the ability to take reactions.
Sunlight Sensitivity. While in sunlight, the vampire takes 20 radiant damage at the start of its turn, has disadvantage on attack rolls and ability checks, and cannot use its Regeneration trait.
Multiattack. The vampire makes three attacks: two with its Unarmed Strike and one with its Bite.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 8) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 20).
Bite (Cursed). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature that is grappled by the vampire, incapacitated, or restrained.
Hit: 15 (2d6 + 8) piercing damage plus 21 (6d6) necrotic damage.
- Cursed Effect: The vampire cannot regain hit points from this attack due to the curse. Instead, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire gains temporary hit points equal to half the necrotic damage dealt.
Children of the Night (1/Day). The vampire magically calls 3d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 2d4 Shadow Hounds instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dismisses them as a bonus action, or until it dies.
The Blood-Starved Vampire can take 3 legendary actions, choosing from the options below. 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.
- Lunge Attack. The vampire moves up to half its speed and makes one Unarmed Strike attack.
- Bloodletting Strike (Costs 2 Actions). The vampire makes one Unarmed Strike. If the target is grappled, it automatically takes an additional 21 (6d6) necrotic damage.
- Dark Gaze. The vampire targets one creature it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Blood Frenzy (Costs 3 Actions). The vampire makes a single Unarmed Strike against each creature within 10 feet.
Description
This creature is a horrifying embodiment of desperation and predation. Its gaunt, emaciated frame belies its terrifying strength, with taut, pale skin stretched over sinewy muscle. Massive, jagged fangs protrude unnaturally from its elongated jaw, dripping with saliva in anticipation of a meal it can never consume. Its glowing red eyes blaze with madness, darting frantically as it searches for prey. The vampire’s movements are unnervingly fast and erratic, blending animalistic savagery with a dark, almost pitiful torment. Long, clawed fingers twitch constantly, itching to rend and tear.
Its face is twisted in an eternal grimace of anguish and rage, the curse binding it to an existence of hunger and pain etched deeply into its features. At night, it prowls rooftops and alleys, its heavy, ragged breathing echoing like the death knell of those unlucky enough to cross its path. While its physical form is a nightmare to behold, the despair emanating from it hints at the tortured soul still trapped within—a monster created by its own mistakes and the vengeance of its prey.
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