Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 15 (+2) | 18 (+4) |
Saving Throws Dex +9, Wis +7, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages the languages it knew in life
Challenge 13 (10,000 XP)
Shapechanger. If the vampire isn't in sunlight or
running water, it can use its action to polymorph into a Tiny bat or a
Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet,
and it has a flying speed of 30 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.
While in mist form, the vampire can't take any actions, speak, or
manipulate objects. It is weightless, has a flying speed of 20 feet, can
hover, and can enter a hostile creature's space and stop there. In
addition, if air can pass through a space, the mist can do so without
squeezing, and it can't pass through water. It has advantage on
Strength, Dexterity, and Constitution damage, except the damage it takes
from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its
resting place, the vampire transforms into a cloud of mist (as in the
Shapechanger trait) instead of falling unconscious, provided that it
isn't in sunlight or running water. If it can't transform, it is
destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire
form, and it must reach its resting place within 2 hours or be
destroyed. Once in its resting place, it reverts to its vampire form. It
is then paralyzed until it regains at least 1 hit point. After spending
1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 20 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 if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven
into the vampire's heart while the vampire is incapacitated in its
resting place, the vampire is paralyzed until the stake is removed.
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.
Actions
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit:
7 (1d6 + 4) piercing damage plus 10 (3d6) 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. A humanoid slain in
this way and then buried in the ground rises the following night as a
vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see
within 30 feet of it. If the target can see the vampire, the target must
succeed on a DC 17 Wisdom saving throw against this magic or be charmed
by the vampire. The charmed target regards the vampire as a trusted
friend to be heeded and protected. Although the target isn't under the
vampire's control, it takes the vampire'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.
Children of the Night (1/Day). The vampire magically
calls 2d4 swarms of bats or rats, provided that the sun isn't up. While
outdoors, the vampire can call 3d6 wolves instead. The called creatures
arrive in 1d4 rounds, acting as allies of the vampire and obeying its
spoken commands. The beasts remain for 1 hour, until the vampire dies,
or until the vampire dismisses them as a bonus action.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only
at the end of another creature's turn. The vampire regains spent
legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.