Mod | Save | ||
---|---|---|---|
STR | 18 | +4 | +4 |
DEX | 18 | +4 | +9 |
CON | 18 | +4 | +9 |
Mod | Save | ||
---|---|---|---|
INT | 17 | +3 | +3 |
WIS | 15 | +2 | +7 |
CHA | 18 | +4 | +9 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.
Shape-Shift. If the vampire isn’t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.
The option is called a Dhampir, and it comes from Van Richten's Guide to Ravenloft. I believe you can purchase the species individually for dndbeyond if it's all you're interested in.
Probably. The important change is that a vampire can't step away for 1 minute and return with all of its Hit Points. Change isn't necessarily a bad thing.
But if you'd prefer vampires to have some sort of weakness to Radiant damage, then make it so. There are several ways. You could reintroduce Regeneration that can be stopped by Radiant damage. Simply subtract 3 times the Regeneration amount from the vampire's Hit Points to keep the vampire at the same Challenge Rating. Alternatively, you could give vampires vulnerability to Radiant damage (while also increasing their hit dice—else the vampire will be drastically weaker). But again, all you're really doing under the hood is fiddling with the vampire's Hit Points.
You can always still role-play that without a Regeneration trait. For instance, you can telegraph how the players' attacks grievously injure the vampire but then note how "you watch as the vampire's injuries begin to heal: flesh knitting back together, arrows expelling themselves, and burns giving way to pink skin." You can even role-play how Radiant damage does not heal. The players aren't the ones managing the vampire's Hit Points—their experience will be the same regardless of whether the vampire is actually regenerating.
If your concern is an inconsistency with roleplaying Regeneration without actually regenerating Hit Points (such as the vampire fleeing but being encountered later), then you can telegraph to players that the Regeneration is not infinite: "You watch as the vampire's wounds try to reverse themselves as they did before, but the wound reopens—you get the sense that the vampire's ability to regenerate has run its course." I'll also note that any monster may recover somewhat if the group stops to take a rest.
I personally find these changes useful because they reduce the number of things a DM has to consider and track during combat.
As a note, my point about monsters being able to do cooler things than healing in combat was referencing self-healing abilities that required an action, not passive traits like Regeneration.
You aren't wrong that a vampire can be described as healing without any hit points being regained mechanically, due to the increase to the total hit points. It will play somewhat differently now that dealing radiant damage is no more effective than any other damage type, but probably not noticeably.
Personally I would probably run it modified to have the Regeneration trait similar to its 2014 version, as I think it's fun when monsters have weaknesses to exploit. That said, vampires are not lacking in those.
I definitely agree with the principle of streamlining statblocks to make combat run more smoothly, I'm not against change in general. Removing the Children of the Night action, for example, is definitely a good decision.
And yeah, I did think you were talking about monster healing more broadly than just about vampires. I was just saying that point doesn't apply to vampires in particular.
It's not a species. Basically, you have to have a character get infected to become a vampire. But any species (iirc) can become a vampire.