Vampire

Vampire of the Humanoid Monster Classification

Notes

Prose 

Storyteller Seeds


Generic   

Origin or Ancestry 

Parent Species 

Geographic Distribution within Creation's Rest

Anatomy and Morphology 

Perception and Sensory or Extra Sensory Capabilities 

Genetics and Reproduction 

Growth Rate and Stages 

Ecology and Habitat 

Biological Cycle 

Dietary Needs and Habits


Extended 

Biological Traits 

Average Lifespan 

Average Hight 

Average Weight 

Average Length 

Geographic Distribution 

Facial Characteristics and Features 

Body Tint, Coloring, and Markings 

Symbiotic and Parasitic Species 

Socials Structures 

Domestication 

Uses, Byproducts, and Exploitation


Statblocks

Vampire

Vampire

Medium, Monster, Undead
Armor Class

16

Hit Points

142

Speed

40ft, Climb 30ft

Str

20

+5
Dex

18

+4
Con

20

+5
Int

16

+3
Wis

16

+3
Cha

18

+4
Saves

Dexterity

+8

Wisdom

+7

Charisma

+8

Skills

Perception

+7

Persuasion

+8

Stealth

8 (+1d4)

Damage Resistances

Necrotic, Physical from Non-Magical and Non-Silvered Weapons

Condition Immunities

Charmed

Damage Vulnerabilities

Radiant

Senses

Passive Perception 17, Darkvision 120ft

Languages

Languages it knew in life

Challenge

11 (7,200 XP)

Proficiency Bonus

+4

Legendary Resistance (3/Day)

When the Vampire fails a saving throw, it can choose to succeed instead

Misty Recovery

When the vampire drops to 0 hit points, instead of falling unconsious, it turns into a mist as if it had used the Mist Form Legendary Action. It cant revert to its vampire form and must reach its resting place within 2 hours or dissipate into nothingness and be destroyed. Once in its resting place, it reverts to its vampire form and is paralyzed for one hour, after which it regains 1hp. While paralyzed, it is immune to all damage except: Fire, Radiant, Damage from Magic Weapons, or a Wooden Stake being Driven through its heart.

Regeneration

If the vampire has not taken radiant damage since the end of its last turn and has at least 1hp, it regains 20hp at the start of its turn.

Spider Climb

The Vampire can climb on difficult surfaces and ceilings

Vampire Weaknesses

If in contact with its weaknesses, the vampire takes 20 radiant damage and cannot use its regeneration trait or misform or shapechange actions. The vapire's weakness are sunlight/bright light, running water, silver, and being unable to see its own reflection.

Actions

Grab

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target. Hit 2d8+5 (14) bludgeoning + 1d8 (4) necrotic damage. The target is grappled and restrained when hit with this attack (DC 17 STR).

Charm (Gaze)

The vampire targets a creature within 30 ft, forcing it to make a DC 16 CHA saving throw. On a failure, the target becomes charmed by the vampire for 24 hours and views the vampire as a trusted friend and is a willing target for the vampire's bite. The Target repeats the saving throw each time it takes damage, ending this effect on a success. Once successful, a target is immune to this effect for 24 hours.

Bonus Actions

Bite

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target that is grappled, restrained, incapacitated, or willing. Hit 1d10+5 (10) piercing damage plus 6d6 (21) necrotic damage and the target gains 1 level of exaustion. The targets hit point maximum is reduced by the amount of necrotic damage dealt and the vampire regains that amount of hp. This HP reduction ends once the target completes a long rest. If a target is reduced to 0hp from this attack, it imediately dies and rises the fallowing night as a Vampire Spawn within the Vampire's Thrall. Before the target rises as a spawn, a bless, gentle repose, or similar spell cast on the body can prevent the transformation.

Legendary Actions

The Vampire can take 1 legendary action, choosing from the options below.

Blood Charm

The Vampire Uses Charm

Grab

The Vampire makes a Grab Attack

Mist Form

The vampire transforms into a mist or back into its true form. As mist, the Vampire has a movement speed on 30ft, cant speak, and cant take actions or manipulate objects. It is also immune to non-magical damage from weapons and has advantage on saving throws and stealth checks. It can pass through spaces as small as 1 inch without squeezing. Anything it is wearing transforms with it.

Shapechange

The Vampire transforms into the shape of a medium or smaller beast or back to its true form. While transformed, it has the beasts size and movement modes and is unable to use its actions or legendary actions except to change back. Anything it is wearing transforms with it.

Reactions

Hissing Scuttle (1/Day)

When the Vampire takes radiant damage it can move up to half its speed without provoking opportunity attacks

Warding Charm (1/Day)

When a creature the vampire can see targets it with a Melee attack, before the attack is made, the Vampire uses Charm on that creature.

Vampire Elder

Vampire Elder

Medium, Monster, Undead
Armor Class

16

Hit Points

285

Speed

40ft, Climb 30ft

Str

20

+5
Dex

18

+4
Con

20

+5
Int

16

+3
Wis

16

+3
Cha

18

+4
Saves

Dexterity

+8

Wisdom

+7

Charisma

+8

Skills

Perception

+7

Persuasion

+8

Stealth

8 (+1d4)

Damage Resistances

Necrotic, Physical from Non-Magical and Non-Silvered Weapons

Condition Immunities

Charmed

Damage Vulnerabilities

Radiant

Senses

Passive Perception 17, Darkvision 120ft, Truesight 120ft

Languages

Languages it knew in life

Challenge

16 (15,000 XP)

Proficiency Bonus

+5

Legendary Resistance (3/Day)

When the Vampire fails a saving throw, it can choose to succeed instead

Misty Recovery

When the vampire drops to 0 hit points, instead of falling unconsious, it turns into a mist as if it had used the Mist Form Legendary Action. It cant revert to its vampire form and must reach its resting place within 2 hours or dissipate into nothingness and be destroyed. Once in its resting place, it reverts to its vampire form and is paralyzed for one hour, after which it regains 1hp. While paralyzed, it is immune to all damage except: Fire, Radiant, Damage from Magic Weapons, or a Wooden Stake being Driven through its heart.

Regeneration

If the vampire has not taken radiant damage since the end of its last turn and has at least 1hp, it regains 20hp at the start of its turn.

Spider Climb

The Vampire can climb on difficult surfaces and ceilings

Vampire Weaknesses

If in contact with its weaknesses, the vampire takes 20 radiant damage and cannot use its regeneration trait or misform or shapechange actions. The vapire's weakness are sunlight/bright light, running water, silver, and being unable to see its own reflection.

Blood Frenzy

When bloodied, the Vampire gets 3 Legendary Actions instead of just 1.

Actions

Grab

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target. Hit 2d8+5 (14) bludgeoning + 1d8 (4) necrotic damage. The target is grappled and restrained when hit with this attack (DC 17 STR).

Charm (Gaze)

The vampire targets a creature within 30 ft, forcing it to make a DC 16 CHA saving throw. On a failure, the target becomes charmed by the vampire for 24 hours and views the vampire as a trusted friend and is a willing target for the vampire's bite. The Target repeats the saving throw each time it takes damage, ending this effect on a success. Once successful, a target is immune to this effect for 24 hours.

Bonus Actions

Bite

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target that is grappled, restrained, incapacitated, or willing. Hit 1d10+5 (10) piercing damage plus 6d6 (21) necrotic damage and the target gains 1 level of exaustion. The targets hit point maximum is reduced by the amount of necrotic damage dealt and the vampire regains that amount of hp. This HP reduction ends once the target completes a long rest. If a target is reduced to 0hp from this attack, it imediately dies and rises the fallowing night as a Vampire Spawn within the Vampire's Thrall. Before the target rises as a spawn, a bless, gentle repose, or similar spell cast on the body can prevent the transformation.

Legendary Actions

The Vampire can take 1 legendary action, choosing from the options below.

Blood Charm

The Vampire Uses Charm

Grab

The Vampire makes a Grab Attack

Mist Form

The vampire transforms into a mist or back into its true form. As mist, the Vampire has a movement speed on 30ft, cant speak, and cant take actions or manipulate objects. It is also immune to non-magical damage from weapons and has advantage on saving throws and stealth checks. It can pass through spaces as small as 1 inch without squeezing. Anything it is wearing transforms with it.

Shapechange

The Vampire transforms into the shape of a medium or smaller beast or back to its true form. While transformed, it has the beasts size and movement modes and is unable to use its actions or legendary actions except to change back. Anything it is wearing transforms with it.

Elite Recovery

The Vampire ends one negative effect currently on it, so long as it has at least 1hp.

Momentary Transformation

The Vampire uses Shapechange or Mist Form, moves up to its movement speed, then reverts back to its true form.

Create Spawn (1/Day)

The vampire raises a nearby dead humanoid as a vampire spawn

Bite (2 Actions)

The vampire makes a bite attack. On a hit, the target makes a DC 17 Con Save, falling asleep on failure for 1 minute. The creature wakes up if it takes damage or a creature uses an action to shake it awake.

Burning Blood (2 Actions)

The Vampire targets a creature within 60ft, magically causing its blood to boil in its veins. The Target makes a DC 16 CON Save, taking 9d6 (31) fire damage on a failure or half on a success.

Reactions

Hissing Scuttle (1/Day)

When the Vampire takes radiant damage it can move up to half its speed without provoking opportunity attacks

Warding Charm (1/Day)

When a creature the vampire can see targets it with a Melee attack, before the attack is made, the Vampire uses Charm on that creature.

Vampire Assassin

Vampire Assassin

Medium, Monster, Undead
Armor Class

16

Hit Points

142

Speed

40ft, Climb 30ft

Str

20

+5
Dex

18

+4
Con

20

+5
Int

16

+3
Wis

16

+3
Cha

18

+4
Saves

Dexterity

+8

Wisdom

+7

Charisma

+8

Skills

Perception

+7

Persuasion

+8

Stealth

8 (+1d4)

Damage Resistances

Necrotic, Physical from Non-Magical and Non-Silvered Weapons

Condition Immunities

Charmed

Damage Vulnerabilities

Radiant

Senses

Passive Perception 17, Darkvision 120ft

Languages

Languages it knew in life

Challenge

12 (8,400 XP)

Proficiency Bonus

+4

Misty Stealth

When in Mist Form in Dim Light or Darkness, the vampire is invisible

Sneak Attack

The Vampire Deals an Extra 3d6 damage when it hits with a weapon attack if it has advantage on the attack or when the target is within 5ft of an ally of the vampire and the vampire does not have disadvantage on the attack.

Legendary Resistance (3/Day)

When the Vampire fails a saving throw, it can choose to succeed instead

Misty Recovery

When the vampire drops to 0 hit points, instead of falling unconsious, it turns into a mist as if it had used the Mist Form Legendary Action. It cant revert to its vampire form and must reach its resting place within 2 hours or dissipate into nothingness and be destroyed. Once in its resting place, it reverts to its vampire form and is paralyzed for one hour, after which it regains 1hp. While paralyzed, it is immune to all damage except: Fire, Radiant, Damage from Magic Weapons, or a Wooden Stake being Driven through its heart.

Regeneration

If the vampire has not taken radiant damage since the end of its last turn and has at least 1hp, it regains 20hp at the start of its turn.

Spider Climb

The Vampire can climb on difficult surfaces and ceilings

Vampire Weaknesses

If in contact with its weaknesses, the vampire takes 20 radiant damage and cannot use its regeneration trait or misform or shapechange actions. The vapire's weakness are sunlight/bright light, running water, silver, and being unable to see its own reflection.

Actions

Grab

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target. Hit 2d8+5 (14) bludgeoning + 1d8 (4) necrotic damage. The target is grappled and restrained when hit with this attack (DC 17 STR).

Charm (Gaze)

The vampire targets a creature within 30 ft, forcing it to make a DC 16 CHA saving throw. On a failure, the target becomes charmed by the vampire for 24 hours and views the vampire as a trusted friend and is a willing target for the vampire's bite. The Target repeats the saving throw each time it takes damage, ending this effect on a success. Once successful, a target is immune to this effect for 24 hours.

Bonus Actions

Bite

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target that is grappled, restrained, incapacitated, or willing. Hit 1d10+5 (10) piercing damage plus 6d6 (21) necrotic damage and the target gains 1 level of exaustion. The targets hit point maximum is reduced by the amount of necrotic damage dealt and the vampire regains that amount of hp. This HP reduction ends once the target completes a long rest. If a target is reduced to 0hp from this attack, it imediately dies and rises the fallowing night as a Vampire Spawn within the Vampire's Thrall. Before the target rises as a spawn, a bless, gentle repose, or similar spell cast on the body can prevent the transformation.

Legendary Actions

The Vampire can take 1 legendary action, choosing from the options below.

Blood Charm

The Vampire Uses Charm

Grab

The Vampire makes a Grab Attack

Mist Form

The vampire transforms into a mist or back into its true form. As mist, the Vampire has a movement speed on 30ft, cant speak, and cant take actions or manipulate objects. It is also immune to non-magical damage from weapons and has advantage on saving throws and stealth checks. It can pass through spaces as small as 1 inch without squeezing. Anything it is wearing transforms with it.

Shapechange

The Vampire transforms into the shape of a medium or smaller beast or back to its true form. While transformed, it has the beasts size and movement modes and is unable to use its actions or legendary actions except to change back. Anything it is wearing transforms with it.

Reactions

Hissing Scuttle (1/Day)

When the Vampire takes radiant damage it can move up to half its speed without provoking opportunity attacks

Warding Charm (1/Day)

When a creature the vampire can see targets it with a Melee attack, before the attack is made, the Vampire uses Charm on that creature.

Vampire Mage

Vampire Mage

Medium, Monster, Undead
Armor Class

16

Hit Points

142

Speed

40ft, Climb 30ft

Str

20

+5
Dex

18

+4
Con

20

+5
Int

16

+3
Wis

16

+3
Cha

18

+4
Saves

Dexterity

+8

Wisdom

+7

Charisma

+8

Skills

Perception

+7

Persuasion

+8

Stealth

8 (+1d4)

Damage Resistances

Necrotic, Physical from Non-Magical and Non-Silvered Weapons

Condition Immunities

Charmed

Damage Vulnerabilities

Radiant

Senses

Passive Perception 17, Darkvision 120ft

Languages

Languages it knew in life

Challenge

13 (10,000 XP)

Proficiency Bonus

+5

Legendary Resistance (3/Day)

When the Vampire fails a saving throw, it can choose to succeed instead

Misty Recovery

When the vampire drops to 0 hit points, instead of falling unconsious, it turns into a mist as if it had used the Mist Form Legendary Action. It cant revert to its vampire form and must reach its resting place within 2 hours or dissipate into nothingness and be destroyed. Once in its resting place, it reverts to its vampire form and is paralyzed for one hour, after which it regains 1hp. While paralyzed, it is immune to all damage except: Fire, Radiant, Damage from Magic Weapons, or a Wooden Stake being Driven through its heart.

Regeneration

If the vampire has not taken radiant damage since the end of its last turn and has at least 1hp, it regains 20hp at the start of its turn.

Spider Climb

The Vampire can climb on difficult surfaces and ceilings

Vampire Weaknesses

If in contact with its weaknesses, the vampire takes 20 radiant damage and cannot use its regeneration trait or misform or shapechange actions. The vapire's weakness are sunlight/bright light, running water, silver, and being unable to see its own reflection.

Spellcasting

The Vampire is a 7th level spellcaster. Its spellcasting ability is iuntellegence (Spell Save DC 15, +7 to hit (17)). The Vampire knows the following spells:

    1st Level (4 slots): Disguise Self, Shield

    3rd Level (3 slots): Animate Dead, Fireball

    4th Level (1 slots): Blight

Actions

Grab

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target. Hit 2d8+5 (14) bludgeoning + 1d8 (4) necrotic damage. The target is grappled and restrained when hit with this attack (DC 17 STR).

Charm (Gaze)

The vampire targets a creature within 30 ft, forcing it to make a DC 16 CHA saving throw. On a failure, the target becomes charmed by the vampire for 24 hours and views the vampire as a trusted friend and is a willing target for the vampire's bite. The Target repeats the saving throw each time it takes damage, ending this effect on a success. Once successful, a target is immune to this effect for 24 hours.

Bonus Actions

Bite

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target that is grappled, restrained, incapacitated, or willing. Hit 1d10+5 (10) piercing damage plus 6d6 (21) necrotic damage and the target gains 1 level of exaustion. The targets hit point maximum is reduced by the amount of necrotic damage dealt and the vampire regains that amount of hp. This HP reduction ends once the target completes a long rest. If a target is reduced to 0hp from this attack, it imediately dies and rises the fallowing night as a Vampire Spawn within the Vampire's Thrall. Before the target rises as a spawn, a bless, gentle repose, or similar spell cast on the body can prevent the transformation.

Legendary Actions

The Vampire can take 1 legendary action, choosing from the options below.

Blood Charm

The Vampire Uses Charm

Grab

The Vampire makes a Grab Attack

Mist Form

The vampire transforms into a mist or back into its true form. As mist, the Vampire has a movement speed on 30ft, cant speak, and cant take actions or manipulate objects. It is also immune to non-magical damage from weapons and has advantage on saving throws and stealth checks. It can pass through spaces as small as 1 inch without squeezing. Anything it is wearing transforms with it.

Shapechange

The Vampire transforms into the shape of a medium or smaller beast or back to its true form. While transformed, it has the beasts size and movement modes and is unable to use its actions or legendary actions except to change back. Anything it is wearing transforms with it.

Reactions

Hissing Scuttle (1/Day)

When the Vampire takes radiant damage it can move up to half its speed without provoking opportunity attacks

Warding Charm (1/Day)

When a creature the vampire can see targets it with a Melee attack, before the attack is made, the Vampire uses Charm on that creature.

Vampire Warrior

Vampire Warrior

Medium, Monster, Undead
Armor Class

18

Hit Points

142

Speed

40ft, Climb 30ft

Str

20

+5
Dex

18

+4
Con

20

+5
Int

16

+3
Wis

16

+3
Cha

18

+4
Saves

Dexterity

+8

Wisdom

+7

Charisma

+8

Skills

Perception

+7

Persuasion

+8

Stealth

8 (+1d4)

Damage Resistances

Necrotic, Physical from Non-Magical and Non-Silvered Weapons

Condition Immunities

Charmed

Damage Vulnerabilities

Radiant

Senses

Passive Perception 17, Darkvision 120ft

Languages

Languages it knew in life

Challenge

12 (8,400 XP)

Proficiency Bonus

+4

Legendary Resistance (3/Day)

When the Vampire fails a saving throw, it can choose to succeed instead

Misty Recovery

When the vampire drops to 0 hit points, instead of falling unconsious, it turns into a mist as if it had used the Mist Form Legendary Action. It cant revert to its vampire form and must reach its resting place within 2 hours or dissipate into nothingness and be destroyed. Once in its resting place, it reverts to its vampire form and is paralyzed for one hour, after which it regains 1hp. While paralyzed, it is immune to all damage except: Fire, Radiant, Damage from Magic Weapons, or a Wooden Stake being Driven through its heart.

Regeneration

If the vampire has not taken radiant damage since the end of its last turn and has at least 1hp, it regains 20hp at the start of its turn.

Spider Climb

The Vampire can climb on difficult surfaces and ceilings

Vampire Weaknesses

If in contact with its weaknesses, the vampire takes 20 radiant damage and cannot use its regeneration trait or misform or shapechange actions. The vapire's weakness are sunlight/bright light, running water, silver, and being unable to see its own reflection.

Actions

Grab

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target. Hit 2d8+5 (14) bludgeoning + 1d8 (4) necrotic damage. The target is grappled and restrained when hit with this attack (DC 17 STR).

Charm (Gaze)

The vampire targets a creature within 30 ft, forcing it to make a DC 16 CHA saving throw. On a failure, the target becomes charmed by the vampire for 24 hours and views the vampire as a trusted friend and is a willing target for the vampire's bite. The Target repeats the saving throw each time it takes damage, ending this effect on a success. Once successful, a target is immune to this effect for 24 hours.

Bonus Actions

Bite

Melee Weapon Attack: +9 to hit (19), reach 5ft, one target that is grappled, restrained, incapacitated, or willing. Hit 1d10+5 (10) piercing damage plus 6d6 (21) necrotic damage and the target gains 1 level of exaustion. The targets hit point maximum is reduced by the amount of necrotic damage dealt and the vampire regains that amount of hp. This HP reduction ends once the target completes a long rest. If a target is reduced to 0hp from this attack, it imediately dies and rises the fallowing night as a Vampire Spawn within the Vampire's Thrall. Before the target rises as a spawn, a bless, gentle repose, or similar spell cast on the body can prevent the transformation.

Reaping Greatsword

Melee Weapon Attack: +9 to hit (19), reach 10ft, up to 3 targets. Hit: 2d6+5 (12) slashing + 1d8 (4) necrotic. If the target is a creature, they must make a DC 17 STR save or be knocked prone.

Legendary Actions

The Vampire can take 1 legendary action, choosing from the options below.

Blood Charm

The Vampire Uses Charm

Grab

The Vampire makes a Grab Attack

Mist Form

The vampire transforms into a mist or back into its true form. As mist, the Vampire has a movement speed on 30ft, cant speak, and cant take actions or manipulate objects. It is also immune to non-magical damage from weapons and has advantage on saving throws and stealth checks. It can pass through spaces as small as 1 inch without squeezing. Anything it is wearing transforms with it.

Shapechange

The Vampire transforms into the shape of a medium or smaller beast or back to its true form. While transformed, it has the beasts size and movement modes and is unable to use its actions or legendary actions except to change back. Anything it is wearing transforms with it.

Reactions

Hissing Scuttle (1/Day)

When the Vampire takes radiant damage it can move up to half its speed without provoking opportunity attacks

Warding Charm (1/Day)

When a creature the vampire can see targets it with a Melee attack, before the attack is made, the Vampire uses Charm on that creature.

Vampire Spawn

Vampire Spawn

Medium, Monster, Undead
Armor Class

15

Hit Points

63

Speed

30ft, Climb 30ft

Str

18

+4
Dex

16

+3
Con

18

+4
Int

10

+0
Wis

14

+2
Cha

14

+2
Saves

Dexterity

+5

Wisdom

+4

Skills

Perception

+4

Stealth

5 (+1d4)

Damage Resistances

Necrotic, Physical from Non-Magical and Non-Silvered Weapons

Condition Immunities

Charmed

Damage Vulnerabilities

Radiant

Senses

Passive Perception 14. Darkvision 60ft

Languages

Languages it New in Life

Challenge

4 (1,100 XP)

Proficiency Bonus

+2

Regeneration

Regains 10hp at the start of its turn if it has at least 1hp and hasnt taken radiant damage since its last turn.

Spider Climb

The Vampire can climb on difficult surfaces and ceilings

Vampire Weaknesses

If in contact with its weaknesses, the vampire takes 20 radiant damage and cannot use its regeneration trait. The vapire's weakness are sunlight/bright light, running water, silver, and being unable to see its own reflection.

Actions

Multiattack

The Vampire can make 2 attacks, only one of which can be a bite attack

Grab

Melee Weapon Attack: +6 to hit (16), reach 5ft, one target. Hit 1d8+4 (8) bludgeoning damage. The target is also grappled (DC 14 STR to escape).

Bite

Melee Weapon Attack: +6 to hit (16), reach 5ft, one target that is grappled, restrained, incapacitated, or willing. Hit 1d10+4 (9) piercing damage plus 4d6 (14) necrotic damage. The targets hit point maximum is reduced by the amount of necrotic damage dealt and the vampire regains that amount of hp. This HP reduction ends once the target completes a long rest. If a target is reduced to 0hp from this attack, it imediately dies.

Reactions

Hissing Scuttle (1/Day)

When the Vampire takes radiant damage it can move up to half its speed without provoking opportunity attacks


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