THE SHARED REFERENCE Adventurer

Monster

Vampire

Official reference · XMM · 2024

Creature type
Undead
Size
Small/Medium
Armor class
16
Hit points
195 (23d8 + 92)
Speed
Walk 40 ft., Climb 40 ft.
Challenge rating
13
Alignment
Lawful Evil
Strength
18
Dexterity
18
Constitution
18
Intelligence
17
Wisdom
15
Charisma
18
Passive Perception
17
Initiative
+14
Saving Throws
dex: +9; con: +9; wis: +7; cha: +9
Skills
perception: +7; stealth: +9
Senses
Darkvision 120 ft.
Languages
Common plus two other languages
Resistances
necrotic

Traits

Legendary Resistance (3/Day, or 4/Day in Lair)

If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape

If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed.

While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.

Spider Climb

The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Vampire Weakness

The vampire has these weaknesses:

  • Forbiddance: The vampire can't enter a residence without an invitation from an occupant.
  • Running Water: The vampire takes 20 Acid damage if it ends its turn in running water.
  • Stake to the Heart: If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
  • Sunlight: The vampire takes 20 Radiant damage if 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 Grave Strike attacks and uses Bite.

Grave Strike (Vampire Form Only)

Melee Attack: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.

Bite (Bat or Vampire Form Only)

Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.

Bonus actions

Shape-Shift

If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.

While in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged.

While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.

Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Deathless Strike

The vampire moves up to half its Speed, and it makes one Grave Strike attack.

Charm (Recharge 5–6)

The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.

Recharge: 5: Charm Person

Beguile

The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can't take this action again until the start of its next turn.

Regional effects

The region containing a vampire's lair is warped by its presence, creating the following effects:

  • Children of the Night: The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
  • Looming Shadows: Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
  • Mists: The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.

If the vampire dies or moves its lair elsewhere, these effects end immediately.

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