| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 18 | +4 | +6 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +4 |
| CHA | 16 | +3 | +5 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Allergy Aura If the vampire starts its turn within 10 feet of exposed blood (e.g., a bleeding creature or open wound), it must succeed on a DC 12 Constitution saving throw or sneeze uncontrollably. On a failed save, it has disadvantage on its next attack roll and cannot use its Bite until the end of its next turn.
Regeneration. The vampire regains 5 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water.
Sunlight Sensitivity.
While in sunlight, the vampire has disadvantage on attack rolls and ability checks.
Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) damage.
Charm. 1/day. The vampire targets one humanoid it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 hour. The charmed target regards the vampire as a trusted friend and will not willingly harm it. The effect ends early if the vampire or its allies harm the target.
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.
Description
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Carries a lace handkerchief and apologizes profusely when sneezing.
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Wears a velvet cape and insists on being called “Count Sniffula.”
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May attempt to drink tomato juice as a substitute for blood, with mixed results.
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