Medium or Small Undead, Lawful Evil
AC 16    Initiative +17 (27)
HP 247 (26d8 + 130)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 20 +5 +11
DEX 20 +5 +11
CON 20 +5 +11
Mod Save
INT 23 +6 +6
WIS 17 +3 +9
CHA 24 +7 +13
Skills Deception +13, Perception +9, Stealth +11
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 19
Languages Common plus three other languages
CR 18 (XP 20,000, or 22,000 in lair; PB +6)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.

Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.

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.

Actions

Multiattack. The vampire makes three attacks, using Grave Strike or Noxious Ray in any combination.

Grave Strike (Vampire Form Only). Melee Attack Roll: +11, reach 5 ft. Hit: 12 (2d6 + 5) Bludgeoning damage plus 18 (4d8) Necrotic damage.

Noxious Ray. Ranged Attack Roll: +13, range 120 ft. Hit: 14 (2d6 + 7) Cold damage plus 11 (2d10) Necrotic damage, and the target has the Poisoned condition until the start of the vampire’s next turn.

Shadow Burst (Recharge 5-6). Constitution Saving Throw: DC 21, each creature that isn't an Undead in a 30-foot radius Sphere centered on a point the vampire can see within 60 feet. Failure: 18 (4d8) Cold damage plus 18 (4d8) Necrotic damage. Success: Half damage.

Spellcasting. The vampire casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 21):

At Will: Animate Dead, Bestow CurseCharm Monster (24-hour duration, the target is unaware it was Charmed by the vampire when the spell ends), Command (level 2 version), Fog Cloud, Invisibility

Bonus Actions

Shadow Stealth. While in Dim Light or Darkness, the vampire takes the Hide action.

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.

Sanguine Drain. Constitution Saving Throw: DC 21, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 21 (6d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.

Legendary Actions

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 uses Spellcasting to cast Command (level 2 version). The vampire can’t take this action again until the start of its next turn.

Deathless Strike. The vampire moves up to its Speed, and it makes one Grave Strike or Noxious Ray attack.

Hide. The vampire uses Spellcasting to cast Fog Cloud or Invisibility on itself. The vampire can’t take this action again until the start of its next turn.

Lair and Lair Actions

Vampire Lairs

Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.

The region containing a vampire’s lair is warped by its presence, creating the following effects:

Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.

Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.

Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.

If the vampire dies or moves its lair elsewhere, these effects end immediately.

Habitat: UnderdarkUrban

Treasure:  Any

Golden_Pug

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