Vampire
Vampire of the Humanoid Monster Classification
Notes
Prose
Storyteller Seeds
Generic
Origin or Ancestry
Parent Species
Geographic Distribution within Creation's Rest
Related Creatures
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
16
142
40ft, Climb 30ft
20
18
20
16
16
18
Dexterity
+8
Wisdom
+7
Charisma
+8
Perception
+7
Persuasion
+8
Stealth
8 (+1d4)
Necrotic, Physical from Non-Magical and Non-Silvered Weapons
Charmed
Radiant
Passive Perception 17, Darkvision 120ft
Languages it knew in life
11 (7,200 XP)
+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
16
285
40ft, Climb 30ft
20
18
20
16
16
18
Dexterity
+8
Wisdom
+7
Charisma
+8
Perception
+7
Persuasion
+8
Stealth
8 (+1d4)
Necrotic, Physical from Non-Magical and Non-Silvered Weapons
Charmed
Radiant
Passive Perception 17, Darkvision 120ft, Truesight 120ft
Languages it knew in life
16 (15,000 XP)
+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
16
142
40ft, Climb 30ft
20
18
20
16
16
18
Dexterity
+8
Wisdom
+7
Charisma
+8
Perception
+7
Persuasion
+8
Stealth
8 (+1d4)
Necrotic, Physical from Non-Magical and Non-Silvered Weapons
Charmed
Radiant
Passive Perception 17, Darkvision 120ft
Languages it knew in life
12 (8,400 XP)
+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
16
142
40ft, Climb 30ft
20
18
20
16
16
18
Dexterity
+8
Wisdom
+7
Charisma
+8
Perception
+7
Persuasion
+8
Stealth
8 (+1d4)
Necrotic, Physical from Non-Magical and Non-Silvered Weapons
Charmed
Radiant
Passive Perception 17, Darkvision 120ft
Languages it knew in life
13 (10,000 XP)
+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:
Cantrips (At will): Mage Hand, Minor Illusion
1st Level (4 slots): Disguise Self, Shield
2nd Level (3 slots): Darkness, Misty Step
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
18
142
40ft, Climb 30ft
20
18
20
16
16
18
Dexterity
+8
Wisdom
+7
Charisma
+8
Perception
+7
Persuasion
+8
Stealth
8 (+1d4)
Necrotic, Physical from Non-Magical and Non-Silvered Weapons
Charmed
Radiant
Passive Perception 17, Darkvision 120ft
Languages it knew in life
12 (8,400 XP)
+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
15
63
30ft, Climb 30ft
18
16
18
10
14
14
Dexterity
+5
Wisdom
+4
Perception
+4
Stealth
5 (+1d4)
Necrotic, Physical from Non-Magical and Non-Silvered Weapons
Charmed
Radiant
Passive Perception 14. Darkvision 60ft
Languages it New in Life
4 (1,100 XP)
+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
Mentions
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