Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Elder Specialty. Each vampire elder is slightly more powerful than younger vampires in a unique way. When introducing a new vampire elder, roll a d8. The corrosponding ability score increases by 1, or the following effect occurs:
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
- Reroll using a d6. The ability score indicated increases by 2 insteaed of 1, and it gains proficiency in that ability's saving throw, if it does not already have it. Then, reroll the d6 again. This time, the ability score indicated decreases by 1.
- Reroll using a d6. The ability score indicated increases by 2 insteaed of 1, and it gains proficiency in that ability's saving throw, if it does not already have it.
If any ability score modifications are changed, all related rolls and abilities are also updated (including AC, passive perception, etc.). Maximum hitpoints change by 14 for a change of 1 to the vampire's Constitution modification.
In addition, vampire elders often aqquire additional skills through their lifetime. When introducing a new vampire elder, roll 3 d4s. The vampire has proficiency in the corrosponding skill. If it already has proficiency in that skill from the previous roll, it instead gains no skill from this roll.
- Stealth
- Arcana
- History
- Religion
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.
Regeneration. The vampire regains 20 hitpoints at the start of it's turn if it has at least 1 hitpoint and isn't in running water or sunlight. If t takes radiant damage or damage from holy water, this trait doesn't function at the start of it's next turn.
Innate Spellcasting. Upon introducing a new vampire elder, determine it's spellcasting level by rolling 1d8+2, or by choosing a level 3-10. Use this to determine the vampire's spell slots. It's spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can have any combination of the following wizard spells (or other wizard spells, DM descretion) prepared (up to 3 cantrips and a number of other spells equal to it's Intelligence modifier plus it's spellcasting level. It must have at least one spell for every spell slot level it has acces to, and no spells for a spell slot level it does not have):
- Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost, Fire Bolt, Elementalism, Chill Touch
- 1st Level: Comprehend Languages, Fog Cloud, Sleep, Animal Friendship, Disguise Self, Hex
- 2nd Level: Detect Thoughts, Gust of Wind, Mirror Image, Blindness/Deafness, Hold Person, Misty Step
- 3rd Level: Animate Dead, Fireball, Nondetection, Fear, Lightning Bolt, Slow
- 4th Level: Blight, Greater Invisibility, Polymorph, Charm Monster, Confusion, Storm Sphere
- 5th Level: Animate Objects, Scrying, Immolation, Mislead
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.
Multiattack (Vampire Form Only). The vampire makes one Grave Strike attack and uses Bite.
Grave Strike (Bat, Bonus (except Swarm of Bats) or Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 14 (4d6) Necrotic damage. If the target is a Large or smaller creature, it can be Grappled (escape DC 18) instead of dealing slashing damage/
Bite (Bat , Bonus or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 7 (1d4 + 4) Piercing damage plus 10 (3d6) 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 slain by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), 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 elder 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.
Also, vampire elders have an additonal (at times referred to as "bonus") form that it can shapeshift into. When introducing a new vampire elder, roll a d10. The vampire has the corrosponding additional form:
- Medium wolf (Speed 40 ft.)
- Large swarm of bats (Speed 5 ft., Fly 30 ft.)
- Medium black bear (Speed 40 ft., Climb Speed 30 ft.)
- Medium boar (Speed 40 ft.)
- Large giant bat (Speed 10 ft., Fly Speed 60 ft.)
- Small giant rat (Speed 30 ft., Climb Speed 30 ft.)
- Medium giant wolf spider (Speed 40 ft., Climb Speed 40 ft.)
- Medium hyena (Speed 50 ft.)
- Medium lion (Speed 50 ft.)
- Medium mastiff (Speed 40 ft.)
While in it's bat or bonus form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged. (Unless its bonus form is swarm of bats, in which case it gains resistance to all piercing, slashing and bludgeoning damage while in that form, but cannot use Grave Strike while in it.)
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.
Beguile (Costs 2 Actions). The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.
Bite (Costs 2 Actions). The vampire takes one bite action.
Description
Most vampires are ancient from the perspective of mortals, but some come from an age so long past that even other vampires regard them as elders.
Vampire elders are an informal category of vampires who are older and, typically, a bit more powerful than their younger counterparts. Their experience has allowed them to pick up skills and magic that most vampires aren't privy to, to greatly varying extents. Some vampire elders are first generation vampires, meaning their powers and immortality come from some dark pact or ritual, rather than being turned by another. Many such elders claim to be the first vampire, and some may even believe it, if they made their pact or performed their ritual before vampirism spread throughout the world. However, none alive today are truly the first.
Strahd von Zarovich was the most famous such vampire. Despite being one of those who claimed (and possibly believed) to be the first, he is neither the oldest nor most powerful, though he is certainly a cut above average, even among his fellow elders.
Lair and Lair Actions
Lair Actions
While the vampire elder is in it's lair, it can take lair actions as long as it isn't incapacitated.
On initiative count 20 (losing initiative ties), the vampire can take one of it's lair actions, or forgo using any of them in that round.
Each vampire elder may have different lair actions it has access to. When introducing a new vampire elder, roll 4 d4s. The vampire elder has access to whatever lair action corrosponds to the number shown. If the vampire already had access to that lair action from a previous roll, it instead does not gain a lair action for this roll.
- Until the initiative count 20 of the next round, the vampire can pass through solid walls, doors, ceilings and floors as if they weren't there. It can still choose to interact with these things as solid objects (meaning it will not fall through the floor if it does not want to).
- The vampire targets any number of doors and windows that it can see, causing each one to either open or close as the vampire wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until the vampire chooses to end the effect, or until it uses this lair action again.
- The vampire summons the angry spirit of one who has died in it's lair. The apparition appears next to a hostile creature that the vampire can see, makes an attack against that creature, and then disappears. The apparition has the same statistics of a specter.
- The vampire targets one medium or smaller creature that casts a shadow. The target's shadow must be visible to the vampire and within 30 ft. of it. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it, becoming a shadow that obeys the vampire's commands, acting on initiative count 20. A [Tooltip Not Found] spell cast on the target restores it's natural shadow, but only if its undead shadow has been destroyed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/7/2026 6:22:18 PM
|
12
|
1
|
--
|
Coming Soon
|
Comments