Challenge 25 75, XP. The vampire can use an action to polymorph into a nightwing bata Large cloud of mist, its humanoid form before becoming a vampire lord, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 10 feet, and it has a flying speed of 90 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 45 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 StrengthDexterityand Constitution saving throws, and it is immune to all nonmagical damage. In addition, it cannot fly.
While in humanoid form, the vampire typically moves slower and refrains from using its innate spellcasting as to not attract attention to itself. If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When the vampire drops to 0 hit points outside of its resting place, the vampire lord transforms into a cloud of mist as in the Shapechanger trait instead of falling unconsciousprovided that is isn't in sunlight or running water. If it can't transform, it is destroyed. Once in its resting place, it reverts to its vampire form.
It is then forced to remain in its resting place until it regains at least 1 hit point. After spending 1 minute in its resting place with 0 hit pointsit regains 1 hit point. The vampire lord regains 30 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage or damage from holy waterthis trait doesn't function at the start of the vampire lord's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Death Warden. When casting the animate dead or create undead spell, there is no limit to how many creatures the vampire can have under its control. In addition, after casting animate dead or create undead once on creatures, it no longer needs to be cast on those creatures to retain its control over them.
Marshal Undead. Undead creatures within 60 feet of the vampire have advantage on saving throws against effects that turn undead. Magic Resistance. The vampire has advantage on saving throws against spells and other magical effects. Enhanced Attacks.Dracula: The Adventure of the Sanguinary Count.
It was written by Loren Estleman in the style of Arthur Conan Doyle, and as I recall, it was less cheesy and far more entertaining than you might assume. I thought that was an interesting spin on vampire abilities. Trolls, for example, are great for this: use the variant that allows severed limbs to keep moving and even fighting independently, and have the troll periodically pick up its limbs and stick them back onto itself, and watch your players wig out.
You may already be aware that this version of the troll originated with a scene in Three Hearts and Three Lions by Poul Anderson. Try this sort of variation out—if not with a vampire, then with some other monster whose powers players assume they already know.
Vampire spawn have exceptional physical abilities, plus above-average Charisma. Vampires, including vampire spawn, are apex predators. Vampire spawn do the same. And, of course, because of their Sunlight Hypersensitivity, they have to hunt at night. Sunlight Hypersensitivity is a step beyond Sunlight Sensitivity; unlike koboldssay, which prefer the dark but may be active during daytime hours, vampire spawn are strictly nocturnal.
Since predators require abundant prey to survive, vampires and vampire spawn are more likely to be found near medium-size towns and large cities, rather than near small villages or in the wilderness. Therefore, a vampire spawn encounter begins with one or more vampire spawn stalking one or more player character s or waiting to ambush them. The second part of their Multiattack will depend on what happens in the first part. If its target is grappled, a vampire spawn will follow up its claw attack with a bite.
It can move 15 feet per turn while dragging its prey. While continuing to hold onto its victim, the vampire spawn claws at the attacker for damage—but then its compulsion to feed kicks in again, and it inflicts another bite upon its grappled victim.
Unlike the spider climb spell, this feature does not give the vampire spawn a climbing speed— this is confirmed by Wizards of the Coast —so it can travel only 7 feet up a wall in one turn while carrying a grappled victim, or 15 feet by itself.
5e Random Generator
All vampires, including vampire spawn, have a much more powerful survival instinct than most undead, because their compulsion is to feed—and by extension, to continue their own existence. Reduce a vampire spawn to 32 hp or fewer, and it will flee back to its resting place by the most direct route—which, thanks to its Spider Climb feature, may be straight up the wall of a building and across rooftops. In addition, all their ability scores are exceptional, they receive a bonus on Charisma saving throws as well as Dexterity and Wisdom, and they enjoy double-range darkvision.
Finally, their bite has the power not just to drain a target dry but to turn it into a vampire spawn. A vampire will never, ever attack recklessly. It chooses its targets with utmost care and values its continued existence over all else, despite its compulsion to feed.
It conceals its nocturnal nature by hiring or charming go-betweens who can conduct its affairs during normal daytime hours. A lonely or bored vampire may even charm a living mortal into serving as its companion, though eventually, proximity and intimacy will make the temptation to turn this companion into a vampire spawn too great for the vampire to resist.
Vampires with access to wealth will go out in closed carriages and offer rides to their prospective victims, mostly late-night revelers. Nonwealthy vampires will stick to sketchier parts of town and prey on beggars, burglars and the occasional hapless watchman.
Undead Tactics: Vampires
But vampires are careful about this. To get in a scrap with a vampire, at least as a group, your PCs will probably have to invade its lair. It takes 1d4 rounds for the beasts to show up, and they stick around for one hour. On the other hand, this is a slow ability to invoke—and spend an action on—once combat is already under way. If the party are high-level and prepared, the vampire may be destroyed already by the time the bats arrive.
Figure that the vampire has at least one or two rings of security that are enough to keep out run-of-the-mill intruders: burglars, nosy neighbors, Xander. If an intruder gets past these rings—say, physical security such as a castle wall, plus some mortal guards—the vampire goes on yellow alert and summons the Children of the Night to run extra interference.If you are a vampireyou gain the following benefits as well, in addition to the benefits above:.
Once you don this cursed armor, you cannot doff it unless you are a vampireor you are targeted by the remove curse spell or similar magic. For every hour while wearing this armor, you must make a DC 17 Constitution saving throw. On a failed save, you take 3d6 necrotic damage, and your hit point maximum is reduced by the same amount until you finish a long rest.
On a successful save, you take half as much damage, and your hit point maximum is not reduced. You die if this effect reduces your hit point maximum to 0. If you are a vampire, you automatically succeed on the saving thow, and you take no damage. Jump to: navigationsearch. When you hit a creature with an unarmed strike, you can attempt to grapple the target instead of dealing damage against it. As an action, you can extract vital energy from a creature grappled by you.
The creature must succeed on a DC 14 Constitution saving throw. On a failed save, the creature takes 3d6 necrotic damage, and its hit point maximum is reduced by the same amount until it finishes a long rest. On a successful save, the creature takes half as much damage, and its hit point maximum is not reduced. You regain hit points equal to the necrotic damage dealt this way.Vampires, Ravenloft and Vampiric PCs - Web DM
The target dies if this effect reduces its hit point maximum to 0. If you are a vampireyou gain the following benefits as well, in addition to the benefits above: You do not take damage from sunlight or running water. The save DC for this armor's vital energy extract becomes 17, instead of Additionally, a humanoid slain by the armor's vital energy extract rises the following night as a vampire spawn under your control.
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. A PC in our group was off on his own following a recurring villain of our groups. He was paralyzed where he could move, and the vampire bit his neck. The vampire said "now you get to remain 19 years old forever" before he left the cave. This was all done in RP. We found him later, and healed up his bite marks.
Our characters know of vampires, specifically only the one that bit him recurring villainbut don't really know how vampirism works, because it isn't a super common thing in this world yet. Is it a disease that develops over time? Is it something where they have to die and be brought back as a vampire?
If a vampire simply feeds on you as in drinks some of your bloodyou do not turn into a vampire. If a vampire kills you with its Bite attack MM, :. 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.
Ways for a vampire spawn to become a true vampire according to the vampire entry on the Monster Manual:. Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control.
Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Or other extraordinary means such as the amber sarcophagus on the Curse of Strahd adventure. Vampirism is not a disease or a curse, it's a form of undeath. The only way to cure a vampire would be to kill the creature and then resurrect the corpse. Humanoids slain by having their max HP reduced to 0 by a vampire's bite attack and then buried become vampire spawn.
Vampire spawn can then be transformed into true vampires by being fed the blood of a true vampire. Born from Death.
The Bite attack of vampire spawn lacks the last sentence of this, so only true vampires are capable of creating new vampire spawn.Home Post new thread What's new Latest activity Authors.
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Vampire Armor (5e Equipment)
It's Halloween, so this week in the Epic Monsters column we have a bonus entry! Last edited by a moderator: Oct 31, Blue Ravenous Bugblatter Beast of Traal. I like this a lot viewing it as a pop culture amalgam. With suitibly terror-inducing points like Overshadow the Sun if the party knows who they are tangling with.
And there are points of mechanical brilliance - for example the regional effect of wounds festering turning the top result into a 1 I like because those with larger HD are less likely to be affected. About the only thing missing is his ability to charm with a gaze. I'm not sure he plays as intended - his summons are of negligible CR for a party dealing with him directly as a CR His own damage output is not that high - I don't know that he'll inspire enough terror in high level PCs.
His damage per hit and regen are only times that of the CR 5 vampire spawn.Free Resources on Roll All rights reserved. Advertisement Create a free account. Sign In. New Pro Feature: Custom Sheet Sandbox Making custom character sheets is easier than ever with a special, streamlined game type to build and test them!
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Searches must be at least 3 characters. Traits Shapechanger : If the vampire isn't in sun light 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 Statisticsother 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 Actionsspeak, 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 StrengthDexterityand Constitution Saving Throwsand it is immune to all nonmagical damage, except the damage it takes from sunlight. 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 Unconsciousprovided 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 Pointsit 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.This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.
Speed 30 ft. Bloodline undead. A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pinit drains blood, dealing 1d4 points of Constitution damage.
The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour up to a maximum number of temporary hit points equal to its full normal hit points each round it drains blood. A vampire can use change shape to assume the form of a dire bat or wolfas beast shape II. If the base creature is not terrestrial, this power might summon other creatures of similar power. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
The victim rises from death as a vampire in 1d4 days. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice ; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Vampire Lord (5e Creature)
The ability has a range of 30 feet. This ability only triggers once per round, regardless of the number of attacks a vampire makes. As a standard actiona vampire can assume gaseous form at will caster level 5thbut it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain.
Game statistics for vampires are created by using vampire templates. Each template creates a different kind of vampire. Other types of vampire exist, some of them arising from rare or even unique circumstances, but the following are the most notable types.
Pathfinder RPG Bestiary. Toggle navigation. Change Shape Su A vampire can use change shape to assume the form of a dire bat or wolfas beast shape II.