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Vampire

Vampire
Vampire
Medium Undead (Shapechanger), Typically Lawful Evil
Armor Class16(natural armor)
Hit Points144(17d8 + 68)
Speed30 ft
STR
18(+4)
DEX
18(+4)
CON
18(+4)
INT
17(+3)
WIS
15(+2)
CHA
18(+4)
Saving ThrowsDex +9, Wis +7, Cha +9
SkillsPerception +7, Stealth +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, necrotic
SensesDarkvision 120 ft, passive Perception 17
LanguagesThe languages it knew in life
Challenge13( 10,000 XP) Proficiency Bonus+5

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 saving throws, and it is immune to all nonmagical 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. When in Vampire form, 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 target. 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.

Export

Vampires were a type of undead that fed on blood. They were one of the most feared and powerful undead creatures.

“There's something so pure about a vampire's evil, so perfect in its utter corruption... It'll tear at your throat like a ravenous beast, then smile at your companions as it dabs its blood-soaked lips with a silk napkin.”

— Terevan of Celduilon

Description

A vampire looked very much like it did when alive, but with paler skin, hardened and feral features giving them a predatory aspect, and red eyes that were hard to forget. Their hands were clawed.

They did not cast shadows and had no reflections in mirrors.

Personality

Vampires enjoyed fine things and engaging in decadent behavior, sharing such habits with liches. A vampire was always a creature of evil. If it was not evil in life, it became so in undeath.

Powers

A vampire retained all the abilities it had in life, and it gained the ability to drain blood and life energy, and to dominate other creatures with its gaze. A vampire could also command rats, bats, and wolves, or take the form of those creatures.

Weaknesses

Vampires were eternally bound to their coffins and the unholy earth where they were buried.

Vampires could not tolerate the smell of garlic and would not voluntarily enter an area with a strong odor of it.

Creation

A new vampire was created when another vampire drained the life out of a living creature. A humanoid or monstrous humanoid could become a vampire.

Half-vampires could be created in one of two ways. First, in some rare cases, a vampire could consume enough blood that it could breed with a humanoid or monstrous humanoid, creating half-vampire offspring. Second, in even rarer cases, if a pregnant mother survived having her blood drained by a vampire, her unborn could be "tainted" with vampirism instead.

Master vampires were vampires that had perfected the art of taking spawn, and as a result, could lead large gangs of them. They usually had one chosen spawn that was much better than the others. However, all of a master vampire's spawn were better than the norm: stronger, faster, and more numerous.

Activities

Vampires typically plotted to empower themselves and produce spawn that would spread across the world.

This article uses material from the “Vampire” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.