Innate Spellcasting. The elven vampire's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
- At will: entangle, pass without trace, invisibility (targetis invisible to animals only)
- 3/day each: spike growth, snare
- 1/day each: wall of thorns, awaken
Elven Grace. The elven vampire adds its proficiency bonus to attack rolls with longbows, shortbows, longswords, and shortswords.
Twisted Beauty. Any humanoid that starts its turn within 30 feet of the elven vampire and can see its scarred visage must succeed on a DC 17 Wisdom saving throw or be paralyzed with horror for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Forest’s Bane. Any plant the elven vampire touches withers and dies within 24 hours unless protected by magic. Creatures and saplings take 1d6 necrotic damage on touch.
Regeneration. The elven vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t underground or in moonlight.
Sunbound. The elven vampire must retreat to its coffin or resting place before sunset. If caught outside, it takes 10 radiant damage per round after the sun sets.
Multiattack. The elven vampire makes two melee attacks.
Essence Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 4) necrotic damage, and the target loses 2 Charisma points. Lost Charisma points return after a long rest. If a creature's Charisma score is reduced to 0, it dies and, if it is an elf or half-elf, rises as a vampire after 3 days unless its body is destroyed.
Bone Arrow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 4) piercing damage. The vampire’s arrows are carved from bones and have a 20% chance of being magical.
Wildform (Recharge 5-6). The elven vampire transforms into an eagle or giant eagle for 1 hour. It retains its hit points and abilities in this form.
The elven 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.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Summon Forest Beasts (Costs 2 Actions). The vampire calls 1d6 wolves, 1d8 hawks, or 1d4 boars. The creatures arrive in 1d4 rounds and obey the vampire for 1 hour or until dismissed.
Essence Sap (Costs 3 Actions). The vampire targets one creature within 30 feet that it can see. The target must succeed on a DC 17 Charisma saving throw or take 21 (6d6) necrotic damage and lose 1 Charisma point.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the elven vampire can use one of the following lair actions. It can’t use the same effect two rounds in a row:
- Thorny Embrace. Vines erupt in a 30-foot radius centered on a point the vampire can see. Each creature in the area must succeed on a DC 15 Strength saving throw or take 14 (4d6) piercing damage and be restrained until the vines vanish.
- Eerie Silence. Magical silence spreads in a 20-foot radius around the vampire, lasting until initiative count 20 on the next round.
- Forest Curse. All plant-based creatures within the lair take 3d6 necrotic damage.
Regional Effects
The region around an elven vampire’s lair is corrupted by its presence:
- Plants within 1 mile wither and die.
- Forest animals behave erratically, attacking intruders or fleeing in terror.
- The land is barren and infertile for up to 1 mile around the lair.
If the elven vampire is destroyed, these effects fade over 1d10 days.
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