Legendary Resistance (2/Day). If the vampire fails a saving throw, it can choose to roll again.
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. If the vampire takes radiant damage or damage from Hamon, this trait doesn't function at the start of the vampire's next turn.
Vertical Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Hamon Susceptibility. The vampire takes radiant damage if it its damaged by an object or attack imbued with Hamon.
UV-light Hypersensitivity. The vampire takes 10 radiant damage when it starts or ends its turn, or moves into sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks, and will do almost anything to move out of it.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18 strength).
Absorb Lifeforce. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 12 (3d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to half of the necrotic damage taken, and the vampire regains hit points equal to that amount. If the target is a Hamon user or stand user, the attack works only if they are unconscious or unable to, or do not for whatever reason, use their stand or produce Hamon. The HP reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Children of the Night (1/Day). The vampire magically calls 2d4 vampire spawn, provided that the sun isn't up. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Convert Vampire Spawn. Melee Weapon Attack: +9 to hit, reach 5 ft. The vampire can use its turn to attempt to convert a creature to either a vampire or vampire spawn by injecting the target with vampire essence, via pointed teeth or fingers. The target must succeed a DC 10 constitution save or fall unconscious, if the target fails its death saves it becomes a vampire or vampire spawn, depending upon the intention of the vampire.
Essence Beam (2/Day). Ranged Attack: reach 120 ft. The vampire can shoot its vampire essence out of its eyes for up to 120 ft dealing 2d8 slashing / piercing damage ( + 2x target lvl after target lvl 9)
Mind Control Pod (3/Day). Ranged Attack: reach 35 ft. The vampire can use a variety of means to shoot a pod of flesh at the target's head, if the target fails a DC 12 dexterity save, the pod attaches itself to the target, dealing 1d4 piercing damage and the vampire can control the target for up to 2d6 + 1 days. The pods can be extracted, but it is a DC 18 sleight of hand check or the host takes 2d8 + 4 psychic damage. Whether or not the extraction deals damage, if the pod is removed, it will go for the nearest creature and it works as if the creature was targeted by the vampire.
Charismatic Convert. The vampire can charm a creature to do its bidding with fancy wording and specific promises by lacing magic into its sentences. The target must make a DC 15 wisdom save. On a successful save, the target becomes hostile, on a failure, the target will be charmed and follow the commands of the vampire until swayed, magically cured, or knocked unconscious. If the target is any good alignment or knows of the vampire's evil deeds and realizes what is happening, the action instantly fails.
Vampire Ice. Reaction, or Attack of Opportunity: +10 to hit, reach 5 ft. As a reaction, the vampire can freeze the moisture in a target's arm, leg, or other appendage. If the target fails a dexterity save, the attack freezes the targets appendage for 1d4 + 2 rounds and that appendage is unusable, dealing 1d8 + (2x the target's level) cold damage.
The vampire can take 4 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. The vampire regains spent legendary actions at the start of its turn.
Slink. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite. (Costs 2 Actions). The vampire makes one bite attack.
Repair. The vampire heals itself, pulling dismembered parts back onto itself, or using parts of other creatures and fusing them to the injured locations.
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
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.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- 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.
If the vampire is destroyed, these effects end after 1d6 days.
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Posted Jan 24, 2020quite dank, not gonna lie.
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Posted Jan 23, 2021iS tHaT a jOjO's rEfErEnCe?!
Very cool, I love jojo references. :) Great stat sheet as well.