Medium Undead (Dwarf), Neutral Evil
Armor Class 18 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 25 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws STR +9, CON +8, WIS +6
Skills Perception +6, Stealth +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Dwarvish
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Stonewalk. The vampire can move through unworked stone and earth as if it were difficult terrain. While stonewalking, it has total cover from effects originating outside the stone. It cannot remain in stone for longer than 1 minute and is ejected to the nearest space if forced to leave prematurely.

Dwarven Resilience. The vampire has advantage on saving throws against poison and magical effects.

Regeneration. The vampire regains 20 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 damage from a weapon made of silver or natural spring water, this trait doesn’t function at the start of the vampire’s next turn.

Stonebound Vulnerability. The vampire cannot enter a building or structure not partially made of stone or earth unless invited.

Undead Fortitude. If damage reduces the vampire to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the vampire drops to 1 hit point instead.

Enhanced Vision. The vampire sees in nonmagical darkness as if it were daylight.

Actions

Multiattack. The vampire makes two melee attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 9 (1d8 + 5) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrainedHit: 9 (1d8 + 5) piercing damage plus 10 (3d6) 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. If the target’s hit point maximum is reduced to 0, it dies and rises as a vampire spawn after 24 hours.

Gaze of Dread. The vampire fixes its gaze on a creature within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Summon Burrowing Allies (Recharge 5–6). The vampire magically calls 6d6 hit points' worth of burrowing creatures (e.g., giant badgers, giant scorpions). The creatures arrive in 2d4 rounds, are friendly to the vampire, and obey its commands for 1 hour or until they die.

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Gaze of Dread. The vampire uses its Gaze of Dread.

Stonewalk Retreat (Costs 2 Actions). The vampire sinks into stone or earth, becoming invisible until the start of its next turn. It can move up to its speed while hidden.

Description

The Dwarven Vampire is a tragic creature, tormented by its unholy transformation. Though it retains much of the resilience and martial skill of its living kin, its hatred for its existence has warped it into a cunning and ruthless predator. Often found in deep subterranean realms, it is feared for its deadly vitality-draining attacks, its ability to walk through stone, and its unrelenting pursuit of vengeance against both the living and the dead.

Previous Versions

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1/19/2025 7:46:07 PM
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Monster Tags: undeaddwarf

Habitat: Underdark

Dracopolis

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