| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 18 | +4 | +6 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 15 | +2 | +4 |
| CHA | 18 | +4 | +6 |
Trait Name.
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. This does not happen if the vampire was killed by radiant damage, silvered weapons, or a wooden stake. Furthermore, any prayer uttered to the vampire in this state will kill it.
Regeneration. The vampire regains 20 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.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Vampire Weaknesses. The vampire has the following flaws:
Stake to the Heart. If a piercing weapon made of wood or Silver is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Spellcasting. Vandred is a 8-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 17, +8 to hit with spell attacks). Vandred has following [Sorcerer] spells prepared:
1st level (8 slots): [Darkness], [Misty Step], [Tasha's Laughter], [Shield]
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Decadent Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: (1d8 + 4) [Slashing] damage.
Fire Bolt. Ranged Weapon Attack: +8 to hit, range 120ft., 1 target. Hit: (1d10 + 4) [Fire] damage.
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
Pirate Captain. Vandred can either attack with his offhand weapon or get a +2 AC depending on if he is in an offensive or defensive position.
Expert Parry. Vandred can deflect any nonmagical melee attack as a reaction. -1d8 damage, if this reduces the damage to 0 it does not use up his reaction.
Lair and Lair Actions
Lair Actions
On top of initiative round, Vandred takes a lair action to cause one of the following effects; Vandred can’t use the same effect two rounds in a row:
- A thick cloud of smoke billows through the lair. All attacks requiring sight are at disadvantage. All Dex and Str saving throws are at disadvantage.
- The ship rocks back and forth, Dex saving throw DC12 for all creatures. On a fail fall prone.
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