Everything from the 5th edition of D&D. 5e, monster manual, DnD, collection.
Played | 0 times |
Cloned | 5 times |
Created | 16 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Description
Vampires feed by drinking the blood of the living. They never cast shadows or reflections. Traits: The vampire can polymorph into a bat or a cloud of mist, or into its true form. When its health drops to 0 points, the vampire transforms into a mist cloud. If it can't, it is destroyed. 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 with 1 hit point. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point. The vampire can climb difficult surfaces, including upside down on ceilings. The vampire can't enter a residence without an invitation from an occupant. The vampire takes 20 acid damage if it ends its turn in running water. If wood is driven into the vampire's heart the vampire is paralyzed until it is removed. The vampire takes 20 radiant damage when it starts its turn in sunlight.
Size | Medium |
Type | Undead |
CR | 13 |
XP | 10000 |
Languages | the languages it knew in life |
Armor Class | 16 |
HP Range | 144 - 144 (Avg: 144) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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 (3d 6) 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.
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).