Shapechange. If the vampire father isn't in sunlight or running water, he can use his action to change his shape into that of a small bat or back into his true form.
While in bat form, the vampire can't speak, his walking speed is 10 feet, and he has a flying speed of 50 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.
Regeneration. The vampire father regains 18 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 father can simply move on difficult surfaces, including upside down and on ceilings, without needing to make any kind of ability check.
Vampire Weaknesses. The vampire father has the following flaws:
Forbiddance. The vampire father can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire father takes 15 acid damage if it ends its turn in running water.
Stake to the Heart. If a wooden stake made of aspenwood is driven into the vampire father's heart while the vampire father is incapacitated in its resting place, the vampire father is paralyzed until this stake is removed.
Sunlight Hypersensitivity. The vampire father takes 20 radiant damage when 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 3 attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +8 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 9 (2d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire father 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. A humanoid slain in this way and then buried in the ground rises the following night as a hatchling vampire under the vampire father's control.
Charm. The vampire father targets one humanoid it can see within 50 feet of it. If the target can see the vampire father, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire father. The charmed target regards the vampire father as a trusted friend to be heeded and protected. Although the target isn't under the vampire father's control, it takes the vampire father's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Summons of the Night (1/Day). The vampire father magically calls 1d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 2d4 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire father and obeying its spoken commands. The beasts remain for 1 hour, until the vampire father dies, or until the vampire father dismisses them as a bonus action.
Lair and Lair Actions
A Vampire’s Mansion
The vampire father has a grand yet defensible location for its lair. This is his fortified manor. He hides his and his sons coffin in an underground vault guarded by vampire hatchlings or other loyal creatures of the night.
Regional Effects
The region surrounding the Manor is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 300 feet of the Manor wither, and their stems and branches become twisted and thorny.
- Shadows cast within 300 feet of the Manor seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 300 feet of the Manor. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. Though not harmfull, these give advantage on intimidation checks by The Vampire Father or any of his followers or creations.
If the Vampire Father is defeated, these effects end after 1d6 days.
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