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.
Abjuring Ward. While wearing no armor, the vampire's AC equals 13 + its Intelligence modifier.
Umbral Vision. Magical darkness does not impede the vampire's darkvision.
Umbral Hunger (1/Day). When the vampire deals damage with a spell that isn't a cantrip, it can choose to change the damage type to necrotic (if it was not already). The vampire chooses 1 creature damaged by the spell, and regains hit points equal to the necrotic damage the creature took.
Spellcasting. The vampire is 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire has the following wizard spells prepared:
Cantrips (At Will): Chill Touch (2d8), Minor Illusion, Prestidigitation, Toll the Dead (2d8 or 2d12)
1st Level (4 slots): Charm Person, Ray of Sickness, Shield
2nd Level (3 slots): Acid Arrow, Darkness, Mirror Image
3rd Level (2 slots): Animate Dead, Bestow Curse
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.
Grasping Shadows (Recharge 5-6). The vampire causes the shadows surrounding a creature it can see within 30 feet of it to lash out. The target must succeed a DC 15 Dexterity saving throw or take 8 (2d8) necrotic damage. The target makes its saving with disadvantage if it is in dim light or darkness.
Nocturnal Veil (1/Day). The vampire casts Darkness, requiring no material components and without expending a spell slot.
Description
Vampires that study the arcane arts are known as Nocturnes, and they possess the ability to blend shadow magic with more conventional wizardry.
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