Medium Undead (Vampire), Neutral Evil
Armor Class 16 (preternatural deflection)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +6, WIS +5
Skills Deception +6, Perception +5, Persuasion +6, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 15
Languages the languages it knew in life
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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 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.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Preternatural Deflection. While wearing no armor, the vampire's AC equals 13 + its Charisma modifier (already included).

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) 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. The target dies if this effect reduces its hit point maximum to 0.

Charm (Recharge 5-6). The vampire targets one beast or humanoid it can see within 30 feet of it. The target must succeed a DC 14 Wisdom saving throw or magically charmed by the vampire for 1 hour. The target makes this saving throw with advantage if it or its allies are fighting the vampire. While charmed this way, the target regards the vampire with trust and fascination, and is a willing target for its bite attack.

Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. The effect also ends if the vampire dies or takes a bonus action to end it. In any case, when the charm ends, the target is aware that the vampire influenced its mind.

Insidious Beckoning. The vampire targets one creature it can see within 60 feet of it. The target must make a DC 14 Wisdom saving throw. On a failure, the target takes 6 (2d6) psychic damage, and must choose between one of the following effects:

  • The target moves 10 feet closer to the vampire. Until the end of the vampire's next turn, each 1 foot of distance the target moves away from the vampire costs an additional 1 foot of movement.
  • The next saving throw the target makes before the end of the vampire's next turn is reduced by 1d4.

Description

Beguilers are vampires that possess a penchant for influencing minds. They are the most likely to put on airs of romanticism, though this is nothing more than a tactic to get closer to their prey.

Habitat: UnderdarkUrban

GarmGrendelsson2025

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