Shapechanger. If the vampire isn't in sunlight ot running water, it can use its action to polymorph into a Tiny bad or medium cloud of mist, or back into its true form. While in bat form, the campire can't speak, its walking speed is 5ft, and it has a flying speed of 30ft. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying dows. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20ft, can hover, and can enter a cretures space and stop there. In addition, if air can pass through a space, the mist can so so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Wild Shape. The vampire's past druidic training hasn't been lost even through its corruption. As an action, the vampire can magically assume the shape of a beast that it has seen before a total of 2 times for 4 hours.
Regeneration. The vampire regains 10 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 radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Legendary Resistance. (2/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart, the vampire is paralyzed until the stake is removed or destroyed if it is in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 1d6 + 3 piercing damage plus 2d6 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. The target dies if this effect reduces its hit point maximum to 0.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. 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.
Spellcasting. The vampire is an 8th-level spellcaster. Its spellcasting ability is Wisdom (Spell DC 16, Spell Attack +8). It has the following druid spells prepared:
Cantrips (at will). druidcraft, thorn whip
1st Level (4 slots): charm person, fog cloud, entangle
2nd Level (3 slots): darkness, spike growth, hold person,
3rd Level (3 slots): meld into stone, feign death
4th Level (2 slots): blight, grasping vine, stone shape
The vampire can take 2 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 moved up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Lair and Lair Actions
The Corrupted Isle
The Isle is it's home and so is connected with the land surrounding it. Whatever corruption has changed the vampire itself has also spread to affect the natural life of the island.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
Lair Actions
- Twisting Roots. The gnarled roots, vines and other corrupted foliage seem to pulse and twist. An area in the lair is considered difficult terrain until the top of the next round.
- Creeping Vines. Vines and thorns come to life and lunge at creatures within the lair, attempting to ensnare them. Each creature in the area must succeed on a DC 15 Dexterity saving through or be restrained. Escaping requires a successful DC 15 Strength (Athl) or Dexterity (Acro) check.
If the vampire is destroyed and the corresponding corruption heart cleared, the area will clear in 2d6 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/15/2019 4:23:10 AM
|
28
|
3
|
1
|
Coming Soon
|
Comments