Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
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.
Regeneration. The vampire regains 30 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.
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 makes three Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +15, reach 5 ft. Hit: 20 (3d8 + 7) Bludgeoning damage plus 9 (2d8) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19) 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: 11 (2d6 + 4) Piercing damage plus 16 (3d10) 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. The creature is marked for purposes of Blood Drain.
Blood Drain (Bat or Vampire Form Only) (Recharge 5–6). At the beginning of the vampires next turn after using this move and only if the vampire has not taken 120 or more damage since its last turn, any number of creatures of the vampires choice within 60 ft. that has been bitten by this vampire is drained for half of their remaining health rounded down as true damage. The vampire regains half of this damage as health.
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 19), 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.
Command. The vampire commands a creature within 60 ft. that can hear it to use its reaction to make one melee attack to another creature of the vampires choice if able. An unwilling creature must make a DC 19 Wisdom save. On a successful save, the creature is immune to this ability until their next turn.
Deathless Strike. The vampire moves up to its movement Speed, and it makes one Grave Strike attack.
Pursuit. The vampire moves up to double its Speed towards a creature that damaged it most recently. This movement does not provoke opportunity attacks.
Bite (2 Actions). The vampire makes one Bite attack to a creature in range, if able.
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 2d6 days.
Lair Actions
On initiative count 20 (losing initiative ties), the vampire takes a lair action to cause one of the following effects which last until a different Lair Action is chosen:
- The vampire and its allies within the lair gain Bite as a Bonus Action. If the creature does not have a bite attack, it gains an unarmed melee Bite attack that does 2d8 necrotic damage on hit and the creature gains half the damage as health.
- An upgraded Swarm of Bats form a 5.ft radius around and follow the vampire, causing the vampire to be Heavily Obscured and Three-Quarters Cover. The swarm has 150 health and 15 AC. When the swarm is at or below 75 health, the vampire is considered Lightly Obscured and Half Cover instead. While the swarm is alive, the area is considered Difficult Terrain for all creatures except the vampire and its allies. Choosing this option again while the swarm is alive, bats join the swarm and regains 50 health.
- The vampire summons 1d4 Vampire Spawn which last for 1d4 rounds.
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