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                                                                   The vampire has the following flaws:
Vampire Warrior                                                    • Forbiddance. The vampire can't enter a residence
Medium undead (shapechanger), lawful evil                          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.
Armor Class 18 (plate armor)                                       • Stake to the Heart. If a piercing weapon made of wood is
Hit Points 144 (17d8 + 68)                                         driven into the vampire's heart while the vampire is
Speed 30 ft.                                                       incapacitated in its resting place, the vampire is paralyzed
                                                                   until the stake is removed.
                                                                   • Sunlight Hypersensitivity. The vampire takes 20 radiant
    STR          DEX             CON    INT    WIS       CHA       damage when it starts its turn in sunlight. While in sunlight,
     18           18              18     17     15        18       it has disadvantage on attack rolls and ability checks.
    (+4)         (+4)            (+4)   (+3)   (+2)      (+4)
Saving Throws Dex+9, Wis+7, Cha+9
Skills Perception+7, Stealth+9
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages the languages it knew in life
Challenge 15 (13000 XP)
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
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.
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
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Actions                                                          Legendary Actions
Multiattack (Vampire Form Only).                                 The Vampire Warrior can take 3 legendary actions,
The vampire makes two attacks, only one of which can be          choosing from the options below. Only one legendary
a bite attack.
                                                                 option can be used at a time and only at the end of
Multiattack.                                                     another creature's turn. The Vampire Warrior regains
The vampire makes two greatsword attacks.                        spent legendary actions at the start of its turn.
Greatsword.                                                      Move.
Melee Weapon Attack:+9, Reach 5 ft., one creature                The vampire moves up to its speed without provoking
                                                                 opportunity attacks.
Hit: 11 (2d6 + 4) slashing damage
                                                                 Unarmed Strike.
Unarmed Strike (Vampire Form Only).                              The vampire makes one unarmed strike.
Melee Weapon Attack:+9, Reach 5 ft., one creature
Hit: 8 (1d8 + 4) bludgeoning damage                              Bite (Costs 2 Actions).
Instead of dealing damage, the vampire can grapple the           The vampire makes one bite attack.
target, escape DC 18
Bite (Bat or Vampire Form Only).
Melee Weapon Attack:+9, 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 ft.
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 bit 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.
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