Medium or Small Undead, Lawful Evil
AC 16    Initiative +14 (24)
HP 218 (23d8 + 115)
Speed 40 ft., Swim 40 ft.
Mod Save
STR 18 +4 +4
DEX 18 +4 +9
CON 20 +5 +10
Mod Save
INT 17 +3 +3
WIS 15 +2 +7
CHA 18 +4 +9
Skills Perception +7, Stealth +9
Resistances Necrotic
Senses Darkvision 120 ft.; Passive Perception 17
Languages Common plus two other languages
CR 13 (XP 10,000; PB +5)
Traits

Amphibious. The vampire can breathe air and water.

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.

Vampire Weakness. The vampire has these weaknesses:

Dry Earth. The vampire has Disadvantage on D20 Tests while standing on terrain that isn’t a liquid.
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
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.

Water Walk. The vampire can move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground, although it can still take damage from heat if crossing lava. The vampire can submerge into the liquid if it chooses and doesn’t automatically rise to the surface.

Actions

Multiattack (Vampire Form Only). The vampire makes two Deep Strike attacks and uses Bite.

Deep Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands. While Grappled, the target is Suffocating while underwater unless it can breathe water.

Bite (Carrion Gull 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: 6 (1d4 + 4) Piercing damage plus 13 (3d8) 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 submerged in water rises the following sunset as a Brine Vampire Spawn under the vampire’s control.

Bonus Actions

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 isn’t in sunlight or standing on terrain that isn’t a liquid, it shape-shifts into a Tiny carrion gull (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 carrion gull 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, and it can pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.

Legendary Actions

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. 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 Deep Strike attack.

Description

A brine vampire is awakened to the endless darkness in a fashion similar to the more common vampire, except they have strong ties to the ocean. Some brine vampires are spawned from evil aquatic humanoids, such as corrupted sea elves, merfolk, or most commonly sahuagin. Humans with ties to the salty seas, such as pirates or ship captains, may also rise as brine vampires.

Brine vampires loathe the sunlight and its searing touch. A brine vampire’s lair is always dark and dank, be it a secluded sea cave or the lower decks of a cursed ship. Although brine vampires cast no shadow or show a reflection in mirrors, their images do appear on the glassy surface of undisturbed water.

A brine vampire clings to the tragic memories of its former life, its shadowy desires often twisted into obsessions. For example, a pirate captain transformed into a brine vampire while hunting for a stash of illicit gold is likely to surround itself with works of art, coins, and other treasures in a mockery of its former passion.

A brine vampire creates spawn by draining the life force of a creature with its bite. This spawn is fiercly loyal ot its creator, but not out of respect. Instead, they are supernaturally bound to their maker. They can be released from this servitude, becoming a brine vampire with free will, only by feasting on its creator’s blood (which rarely occurs) or if its creator is destroyed.

Much like its land-based equivalent, a brine vampire is supernaturally bound to its grave site, which is usually a pool of corrupted, stagnant water. It must return to this watery grave to rest during daylight hours. On rare occasions, a brine vampire may transport some of this water to another location, corrupting the existing water there. By this means, the brine vampire can establish multiple resting places.

Lair and Lair Actions

Brine Vampire Lairs

A brine vampire carefully selects its lair to be secluded and well-defended. Hidden sea caves with an entrance exposed only at a low tide, a lonely tower on a windswept seaside cliff, or a galleon manned by an undead crew are all suitable options. Its resting place is always a pool, watertight container, or chamber filled with stagnant, foul water. The lair is often difficult to access without Mist Form and is typically warded with traps and guarded by brine vampire spawn and other beasts of the dark sea.

The region containing a brine vampire’s lair is warped by its presence, creating the following effects:

Children of the Dark Sea. The brine vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.

Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The brine vampire and any creatures of its choice are unaffected by the fog.

Sickening Tides. Water within 1 mile of the lair becomes especially salty and undrinkable. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.

If the brine vampire dies or moves its lair elsewhere, these effects end immediately.

Habitat: UnderwaterUrban

DragOOn1888

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