| Mod | Save | ||
|---|---|---|---|
| STR | 9 | −1 | −1 |
| DEX | 18 | +4 | +4 |
| CON | 19 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +5 |
| WIS | 20 | +5 | +10 |
| 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.
Spellcasting. Using her staff as a spell focus, the druid attacks are made with a 1d20+10, with a Spell Save of 18. She can cast the following spells:
- At Will: Infestation, Message, Poison Spray, Primal Savagery
- 4 Slots: Entangle, Faerie Fire, Ray of Sickness, Healing Word
- 3 Slots: Enlarge/Reduce, Invisibility, Spike Growth
- 3 Slots: Plant Growth, Summon Fey, Wall of Water, Wind Wall
- 3 Slots: Confusion, Giant Insect, Hallucinatory Terrain, Polymorph
- 2 Slots: Contagion, Geas
- 1 Slot: Transport Via Plants, Wall of Thorns
- 1 Slot: Symbol
Insect Mistress. Once per day while holding her staff, the druid can use an action to cast Insect Plague. She can also create an Insect Cloud, a swarm of harmless flying insects that will spread out 30' from her in all directions, as often as she wishes to. The insects will remain for 10 minutes, making the area heavily obscured for everyone but herself. The swarm will remain centered on her should she move. A wind of at least 10mph will disperse the swarm and end the effect.
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 make two melee attacks, one with their Vampiric Touch and one with a Bite.
Vampiric Touch (Vampire Form Only). Melee Spell Attack Roll: +10, reach 5 ft. Hit: 15 (3d6 + 4) 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 18, 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 18), 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 18). 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 Vampiric Touch attack.
Description
Her skin and hair look as though she just clawed her way out of a muddy grave. She wears wings made of bones, twigs and vines she has collected from victims and from the grove around her. Her dress is a gothic horror made of twigs and dried leaves and bits of hair and skin. She is evil, her grove one of poisonous plants and fungi, carnivorous plants that hunger for your flesh, and flowers that spray debilitating toxins into the air around them. Oh, and she is quite insane.
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