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Vampires

T
he living never count blood among their wealth Vampire Lore
until it must be spent. Each, however, is a
wellspring of life; through some strange Arcana DC 15: Vampires are known to charm the living as
alchemy they are able to consume lifeless easily as breathing, with a deft talent that consumes even the
matter and transform it into the thrumming most powerful enchanters with jealousy. As it requires none
ether of the cosmos that runs through their of their attention, vampires have been known to keep huge
veins. Vampires, perfect though they are, are retinues of thralls, though the pain of being fed upon does
not so blessed, and must tap these rivers of life directly. sometimes break them from their reveries.
Vampirism is an unpredictable condition, one whose Arcana DC 20: The secret traditions of blood magic
expression is shaped by ambient currents of magic, by force developed and practiced by some vampires are the stuff of
of character, and even by collective expectation. Nevertheless, legends, and many an archmage would kill or worse to be
two truths are universal among these children of the night; granted such knowledge.
they are powerful so long as they can drain the living, and History DC 10: Dedicated vampire hunters are known to be
they are vulnerable whenever their secrets become known. deeply strange people, given to bouts of paranoia and
compulsive behaviors, due likely to their encyclopedic
knowledge of all the myriad threats vampires pose and the
Vampire Investigations. The challenge of a conflict ways to ward them off.
with a vampire is in uncovering and gaining the History DC 15: While all vampires feed upon the vital force
means to exploit its weaknesses, as once these are of the living, this can come in different forms. Some vampires
known fights with them often become trivial. bite to drain blood, others drain it through their fingers or
A creature that spends 1 minute observing the hair or prehensile tongues, some even siphon life energy
vampire or one of its victims may make a DC 30 directly through some spiritual connection, leaving no
Intelligence (Religion) check, uncovering one of its physical trace behind. Many a vampire hunter has been foiled
weaknesses on a success. This DC is reduced by 3
for each Vampiric Power the creature has observed
by misplaced confidence in their ability to spot the signs of
the vampire using, and by an additional 2 for each
vampiric predation.
weakness already known. On a failure, the creature
Religion DC 10: A vampire's victims often rise as undead
may not attempt this check again until it thralls if their bodies are not consecrated and destroyed.
Additionally, any creature may once make a DC Religion DC 15: Each culture accross the world has its own
10 Intelligence (Religion) check, revealing a set of unique vampire myths, often several, offering wildly
vampire weaknesses and powers that represent conflicting accounts of their abilities and weaknesses. What
their own local vampire legends on a success. remains consistent however is this; vampires all suffer some
critical vulnerability, without knowledge of which they cannot
be truly destroyed, and they are most vulnerable in their place
of rest.
Creating a Vampire Vampire Spawn Starveling Tactics
A vampire may create a new one of its kind through a ritual Starvelings rush blindly toward the living creature that most
that lasts several hours, in which both the vampire and its recently took damage, using their Spider Climb to avoid
intended peer drink one another's blood. The vampire loses attacks of opportunity if possible, then grapple it and attempt
half of its maximum hit points until it completes a Long Rest to bite it. If the creature is already grappled by another
and must succeed on a DC 20 Constitution saving throw or vampire, the starveling instead replaces its first attack with a
be incapacitated for 1d4 days, and the mortal dies and must Shove attempt to knock it prone.
succeed on a DC 20 Charisma saving throw, rising as a new The starveling's goal is to feed as much as possible before
Vampire on a success, or as a Vampire Spawn Starveling the blood is gone, not to defeat its enemies. Starvelings obey
on a failure. The vampire may not use a Legendary the instructions of more senior vampires, but only on the turn
Resistance to succeed on this saving throw. directly after the command is issued if it has not yet fed this
combat; on subsequent turns they revert to their normal
Curing a Vampire behavior.
Rumors abound of various means of curing vampirism to Vampire Spawn Bloodletter Tactics
restore a vampire to life; consecrating a vampire's grave dirt
and forcing it to eat it, injectable serums of garlic and silver, Bloodletters work to either keep starvelings in line, directing
burning their vampiric sire's heart to ash and consuming it, them with a mixture of verbal commands and enticements
branding each of the vampire's joints with magical glyphs and with their Bloodletter Blade, or to safeguard their vampiric
rubbing its eyes with salt. master, staying close and using their Blood Channeling to
While any of these may work at the DM's discretion, the enhance its powers. If their master is far from them in
curse of vampirism does not typically afflict the living; to cure initiative, they hold their action to use Blood Channeling just
a vampire of its affliction is to return it to death. Typically the before its turn.
only "cure" for vampirism is destruction and resurrection, They typically attack with their claws only to grapple a
and even then some forms of vampirism will follow the soul creature for their master to feed upon, usually using their bite
into its new life, reemerging months or years later. only against a creature grappled by another vampire. They
use their Uncanny Speed and Spider Climb to reach the
weakest and most vulnerable foes, and to move out of reach
of retaliatory strikes if they have enough movement after
attacking.
Vampire Spawn Vampire Spawn
Starveling Bloodletter
Medium undead, lawful evil Medium undead, lawful evil

Armor Class 13 (Natural Armor) Armor Class 14 (Studded Leather Armor)


Hit Points 90 (12d8 + 36) Hit Points 119 (14d8 + 56)
Speed 30 ft., climb 30 ft. Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 17 (+3) 18 (+4) 18 (+4) 14 (+2) 10 (+0) 12 (+1)

Saving Throws DEX +5, WIS +2 Saving Throws DEX +7, WIS +3
Skills Deception +3 Perception +3, Stealth +4 Skills Deception +3 Perception +3, Stealth +6
Damage Resistances Necrotic Damage Resistances Necrotic; Bludgeoning,
Damage Vulnerabilities Radiant Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13 Not Made With Wooden Weapons
Languages the languages it knew in life Damage Vulnerabilities Radiant
Challenge 3 (700 XP) Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Spider Climb. The vampire can climb difficult Challenge 5 (1,800 XP)
surfaces, including upside down on ceilings,
without needing to make an ability check. Spider Climb. The vampire can climb difficult
surfaces, including upside down on ceilings,
Blood-Starved. If the vampire has not fed on without needing to make an ability check.
humanoid blood in the last 24 hours, it cannot use
its multiattack. Uncanny Speed. Attacks of opportunity made
against the vampire are made at disadvantage.
Inherited Weaknesses. The vampire has each of its
creator's weaknesses. Inherited Weaknesses. The vampire has each of its
creator's weaknesses.
Actions
Multiattack. The vampire makes two attacks, one of
Actions
which may be with its bite. Multiattack. The vampire makes three attacks, one
of which may be with its bite.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage. Bloodletter Blade. Melee Weapon Attack: +7 to hit,
Instead of dealing damage, the vampire can grapple reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing
the target (escape DC 13). damage and the target must succeed on a DC 15
Constitution saving throw or lose 10 (3d6) hit
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., points.
one grappled, incapacitated, restrained, or willing
creature. Hit: 6 (1d6 + 3) piercing damage plus 7 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
(2d6) necrotic damage and the target must one creature. Hit: 8 (2d4 + 3) slashing damage and
succeed on a DC 14 Constitution saving throw or the target is grappled (escape DC 13).
lose one unexpended hit die, or drop to 0 hit Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
points if it cannot. one grappled, incapacitated, restrained, or willing
If the creature expends a hit die in this way, the creature. Hit: 6 (1d6 + 3) piercing damage plus 7
vampire spawn gains resistance to Bludgeoning, (2d6) necrotic damage and the target must
Piercing, and Slashing from Nonmagical Attacks succeed on a DC 14 Constitution saving throw or
Not Made With Wooden Weapons until the lose one unexpended hit die, or drop to 0 hit
beginning of its next turn. points if it cannot.
Blood Channeling (3rd Level Spell, Recharge 5-6). The
Reactions vampire loses 16 (3d10) hit points and another
Blood-Crazed Advance. As a reaction when a vampire that it can see within 30 feet gains that
creature within 30 feet takes piercing or slashing many temporary hit points.
damage, the vampire moves up to half its speed While it has any of these temporary hit points, the
directly toward the creature. target's attacks are made at advantage, and once
per turn it may impose disadvantage on a saving
throw a creature makes agaist one of its spells or
abilities.
Vampire Tactics Vampire Blood Exarch Tactics
If the vampire believes that its weaknesses and resting place Blood Exarchs remain flying always, staying 10-15 feet off
remain secret, it is extremely cautious, its favored tactic being the ground to benefit from their Vital Tithe. They use
to sneak upon a group in the dead of night and use its charm Lacerating Rain whenever they can catch three or more
to lure one away and feed on it, then hastily hiding the dead enemies in it, or if they are already concentrating on a spell,
or unconscious body and fleeing into the night. If combat is otherwise alternating between Blood Puppeteering and
joined and its enemies are armed with magical weapons, it Enchain Essence, trying to stay within 10 feet of any creature
fights only for a round or two before transforming and fleeing affected by one of them.
into the night. They use their Blood Drain as an action only on a creature
If the vampire intends to kill rather than feed, such as if its affected by Enchain Essence, otherwise preferring to use
resting place is discovered, it it uses its charm on whichever Legendary Actions. They use their Rend magic against any
creature poses the greatest threat, then aims to kill the spell or item that exploits one of their weaknesses or limits
weakest and most injured creature before fleeing, returning their mobility.
either the following night, or mere minutes later if it has If supported by vampire spawn bloodletters, blood exarchs
some form of regeneration. rely less heavily on their Vital Tithe, preferring instead to stay
further from enemies and gain temp HP from the spawn's
Vampire Dreadknight Tactics Blood Channeling.
Dreadknights are much more comfortable in direct
confrontation, using their Thirstslaker Halberd and following Encounter Groups
up with a Blood Drain whenever a target is Stunned. If their CR 30 Encounter 3,350 XP
Crush Throat is availablle, they always use their Leaping
Strike legendary action until they have a creature grappled so 1 Vampire Blood Exarch (CR 21)
they can use it on their following turn. 3 Ephemeral Swarms (CR 5)
2 Vampire Spawn Bloodletters (CR 5)
6 Vampire Spawn Starvelings (CR 3)
Vampire Multiattack. The vampire makes three melee attacks,
one of which may be with its Bite.
Medium undead (shapechanger), lawful evil
Grasping Strike. Melee Weapon Attack: +9 to hit, reach
Armor Class 16 (Natural Armor)
5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning
Hit Points 255 (30d8 + 120)
damage, and the target is grappled (escape DC 17).
Speed 50 ft., climb 50 ft.
Blood Drain. Melee Weapon Attack: +9 to hit, reach 5
ft., one grappled, incapacitated, restrained, or willing
STR DEX CON INT WIS CHA creature. Hit: 7 (1d6 + 4) piercing damage plus 17
18 (+4) 18 (+4) 19 (+4) 20 (+5) 15 (+2) 18 (+4) (5d6) necrotic damage and the target must succeed on
a DC 17 Constitution saving throw or lose three
unexpended hit dice, or drop to 0 hit points if it
Saving Throws DEX +9, WIS +7, CHA +9
cannot.
Skills Deception +9 Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, A creature killed by this attack rises as a Vampire
and Slashing from Nonmagical Attacks Spawn at the next sunset.
Senses Darkvision 120 ft., Passive Perception 17 Charm. One creature within 30 feet that can see the
Languages the languages it knew in life vampire must succeed on a DC 17 Wisdom saving
Challenge 13 (10,000 XP) throw or be Charmed by the vampire and its allies for
24 hours. A charmed creature repeats this save
Blood Eternal. If the vampire is reduced to 0 hit points, whenever it takes damage, ending the effect on a
it does not die or fall unconscious. Instead, it loses the success.
ability to take actions other than Bonus Actions, and
cannot regain any hit points until it completes a Long Legendary Actions
Rest in its resting place. If it does not return to its
resting place by the following dawn, the vampire is The vampire can take 3 legendary actions, choosing
destroyed. from the options below.

Vampiric Traits. The vampire has two traits from the Leaping Strike. The vampire move up to half its speed
Common Weaknesses table, two traits from the without provoking attacks of opportunity and makes a
Uncommon Weaknesses table, and four traits from the Grasping Strike attack.
vampiric powers table. Its weaknesses must include a Children of the Night. The vampire conjures a swarm of
method of destruction. spectral vermin that envelop a creature it can see
Legendary Resistance (3/Day). If the vampire fails a within 30 feet, heavily obscuring the area in a 5 foot
saving throw, it can choose to succeed instead. radius around it until the vampire uses this ability
again.
Actions Blood Drain (Costs 2 Actions). The vampire makes a
Blood Drain attack.
Vampire Dreadknight Grasping Strike. Melee Weapon Attack: +11 to hit,
reach 5 ft., one creature. Hit: 15 (2d8 + 6)
Medium undead (shapechanger), lawful evil
bludgeoning damage, and the target is grappled
Armor Class 18 (Plate Armor) (escape DC 17).
Hit Points 342 (36d8 + 180) Blood Drain. Melee Weapon Attack: +11 to hit, reach 5
Speed 50 ft. ft., one grappled, incapacitated, restrained, or willing
creature. Hit: 13 (2d6 + 6) piercing damage plus 17
(5d6) necrotic damage and the target must succeed on
STR DEX CON INT WIS CHA a DC 19 Constitution saving throw or lose three
22 (+6) 18 (+4) 20 (+5) 20 (+5) 15 (+2) 18 (+4) unexpended hit dice, or drop to 0 hit points if it
cannot.
Saving Throws DEX +10, WIS +8, CHA +10 A creature killed by this attack rises as a Vampire
Skills Athletics +12, Deception +10 Perception +8 Spawn at the next sunset.
Damage Resistances Necrotic; Bludgeoning, Piercing,
and Slashing from Nonmagical Attacks Charm. One creature within 30 feet that can see the
Senses Darkvision 120 ft., Passive Perception 18 vampire must succeed on a DC 18 Wisdom saving
Languages the languages it knew in life throw or be Charmed by the vampire and its allies for
Challenge 19 (22,000 XP) 24 hours. A charmed creature repeats this save
whenever it takes damage, ending the effect on a
success.
Blood Eternal. If the vampire is reduced to 0 hit points,
it does not die or fall unconscious. Instead, it loses the Crush Throat (Recharge 5-6). One creature grappled by
ability to take actions other than Bonus Actions, and the vampire must succeed on a DC 19 Constitution
cannot regain any hit points until it completes a Long saving throw or take 77 (14d10) bludgeoning damage,
Rest in its resting place. If it does not return to its or half as much on a success. A creature reduced to 0
resting place by the following dawn, the vampire is hit points in this way cannot be stabilized until it
destroyed. regains at least 1 hit point.
Vampiric Traits. The vampire has two traits from the Legendary Actions
Common Weaknesses table, two traits from the
Uncommon Weaknesses table, and four traits from the The vampire can take 3 legendary actions, choosing
vampiric powers table. Its weaknesses must include a from the options below.
method of destruction.
Leaping Strike. The vampire move up to half its speed
Legendary Resistance (3/Day). If the vampire fails a without provoking attacks of opportunity and makes a
saving throw, it can choose to succeed instead. Grasping Strike attack.
Hurl. The vampire launches a grappled or incapacitated
Actions creature within 5 feet up to 30 feet away. The creature
Multiattack. The vampire makes three melee attacks, must succeed on a DC 19 Dexterity saving throw or
one of which may be with its Bite. take 21 (6d6) bludgeoning damage and be knocked
prone.
Thirstslaker Halberd. Melee Weapon Attack: +11 to hit,
reach 10 ft., one creature. Hit: 17 (2d10 + 6) slashing Blood Drain (Costs 2 Actions). The vampire makes a
plus 5 (1d10) necrotic damage and the target must Blood Drain attack.
succeed on a DC 19 Constituiton saving throw or be
Stunned until the beginning of its next turn.
Vampire Blood Exarch Lacerating Rain (6th Level Spell). A hail of jagged blades
formed from blood rain down in a 15 foot radius
Medium undead (shapechanger) , lawful evil
centered on a point the vampire can see. Each creature
Armor Class 18 (Natural Armor) in the area make a DC 20 Dexterity saving throw. On a
Hit Points 378 (36d8 + 216) failed save, a creature takes 31 (7d8) slashing damage
Speed 50 ft., fly 50 ft. (hover) and begins to bleed, losing 10 hit points at the start of
each of its turns for the next minute, or until it receives
any magical healing. On a successful save, a creature
STR DEX CON INT WIS CHA takes half as much slashing damage.
18 (+4) 19 (+4) 22 (+6) 21 (+5) 18 (+4) 21 (+5) Blood Puppeteering (Recharge 5-6, 6th Level Spell,
Concentration). One creature within 60 feet that the
Saving Throws DEX +11, WIS +11, CHA +12 vampire can see must succeed on a DC 20
Skills Deception +12, Perception +11, Stealth +11 Constitution saving throw or have its body controlled
Damage Resistances Necrotic; Bludgeoning, Piercing, by the vampire for the next minute.
and Slashing from Nonmagical Attacks On each of the creature's turns, the creature takes 11
Senses Darkvision 120 ft., Passive Perception 21 (2d10) necrotic damage, then moves up to its speed
Languages the languages it knew in life and takes the attack action. An affected creature
Challenge 21 (10,000 XP) repeats this saving throw at the end of each of its
turns, ending the effect on a success.
Vital Tithe. Whenever the a creature takes necrotic
damage within 15 feet of the vampire, the vampire Reactions
gains an equal number of temporary hit points.
Bestow Wound (2nd Level Spell). As a reaction to being
Blood Eternal. If the vampire is reduced to 0 hit points, hit with an attack, the vampire forces a creature it can
it does not die or fall unconscious. Instead, it loses the see within 30 feet to succeed on a DC 20 Charisma
ability to take actions other than Bonus Actions, and saving throw. On a failure, the vampire takes half as
cannot regain any hit points until it completes a Long much damage from the attack and the target takes the
Rest in its resting place. If it does not return to its same amount.
resting place by the following dawn, the vampire is
Command Ichor (2nd Level Spell). As a reaction when a
destroyed.
creature the vampire can see within 60 feet takes
Vampiric Traits. The vampire has two traits from the piercing or slashing damage, the vampire forces the
Common Weaknesses table, two traits from the creature to succeed on a DC 20 Strength saving throw
Uncommon Weaknesses table, and four traits from the or be pushed up to 30 feet in a direction of the
vampiric powers table. Its weaknesses must include a vampire's choice.
method of destruction.
Magic Resistance. The vampire has advantage on saving Legendary Actions
throws against spells and other magical effects. The vampire can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the vampire fails a from the options below.
saving throw, it can choose to succeed instead. Reaping Glide. The vampire moves up to its fly speed.
Each creature that makes an attack of opportunity
Actions provoked by this movement takes 5 (1d10) necrotic
Blood Drain. Melee Weapon Attack: +11 to hit, reach 5 damage.
ft., one target. Hit: 13 (2d6 + 6) piercing damage plus Dweomer Rupture (0th Level Spell). One creature the
17 (5d6) necrotic damage and the target must vampire can see within 60 feet must make a DC 20
succeed on a DC 19 Constitution saving throw or lose Constitution saving throw. On a failed save, the
three unexpended hit dice, or drop to 0 hit points if it creature takes 11 (2d10) necrotic damage the next
cannot. time it casts a spell before the end of the vampire's
Enchain Essence (5th Level Spell, Concentration). One next turn.
creature within 60 feet that the vampire can see must Blood Drain (Costs 2 Actions). The vampire makes an
make a DC 20 Constitution saving throw. On a failed attack with its Blood Drain.
save, the creature is restrained and has vulnerability to
Rend Magic (3rd Level Spell, Costs 2 Actions). The
all damage for the next minute. The creature repeats
controller of one spell or magical effect the vampire
this save at the end of each of its turns, ending the
can see within 60 feet must succeed on a DC 20
effect on a success.
Constitution saving throw or have the spell or effect
end.
If the magical effect was produced by an item, the item
may not be activated again until the end of the
wielder's next turn.
Common Weaknesses
Associated
Weakness Description Vampire
Arithmomania If the vampire starts its turn within 10 feet of scattered rice, seeds, or coins, it must Asema, Jiangshi,
succeed on a DC 15 Wisdom saving throw or use its action to count them. Soucriant
Burned by Salt If the vampire has salt cast on it, it takes 5 (1d10) fire damage and cannot regain hit points Loup-Garout
until the end of its next turn.
Can't Cross The vampire cannot voluntarily enter or cross over running water. Leyak
Running
Water
Can't Enter The vampire cannot voluntarily enter a dwelling without being invited. Barabarlakos,
Without an Kosak
Invitation
Destroyed by If the vampire starts its turn in sunlight, it may not take actions other than to Dash. If the Mahr
Sunlight vampire ends its turn in sunlight, it is destroyed.
Fear of Holy If a creature uses its action to brandish a holy symbol, the vampire must succeed on a DC
Symbols 15 Wisdom saving throw or be Frightened of it until the end of the creature's next turn.
Harmed by If the vampire starts its turn in sunlight, it takes 20 radiant damage and disadvantage on Cihuateteo
Sunlight attack rolls until the beginning of its next turn.
Killed by If the vampire is beheaded while it is incapacitated in its resting place, the vampire is killed. Aptrgongumenn,
Beheading Fyglia, Kosak
Killed by If the vampire is set aflame while it is incapacitated in its resting place, the vampire is killed. Begierig,
Burning Brykolaka,
Strigoi
Killed by a If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is Isithfuntela,
Stake to the incapacitated in its resting place, the vampire is killed. Mahr
Heart
Killed by a If a stake of hawthorn wood is driven into the vampire's stomach while the vampire is Wurdulak
Stake to the incapacitated in its resting place, the vampire is killed.
Stomach
Killed by If the vampire ends its turn in sunlight, it turns to dust and is destroyed.
Sunlight
Left-Behind When the vampire shapeshifts, its skin is peeled off and left behind. If its skin is salted Asema,
Skin before the vampire returns, the skin shrinks and the vampire cannot return to its true form. Soucriant
Paralyzed by If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is Farkaskoldus
A Stake to the incapacitated in its resting place, the vampire is Paralyzed until the stake is removed.
Heart
Repelled by If a creature the vampire can see uses its action to brandish a holy symbol, the vampire Biloko
Holy Symbols must succeed on a DC 15 Wisdom save or be Frightened until the end of the creature's
next turn
Repelled by The vampire cannot voluntarily move toward a source of sunlight that it can see. Blutsauger, Mahr
Sunlight
Sickened by If the vampire begins its turn within 15 ft. of a wreath of garlic, it must succeed on a DC 15 Aniukha,
Garlic Constitution saving throw or suffer disadvantage on attack rolls and saving throws until the Blutsauger,
beginning of its next turn Strigoi,
Tlaciques
Sickened by If the vampire begins its turn and can smell burning turmeric, it must succeed on a DC 15 Bhuta
Turmeric Constitution saving throw or suffer disadvantage on attack rolls and saving throws until the
beginning of its next turn
Warded by The vampire treats any movement toward a hawthorn wreath it can see as being over Blutsauger
Hawthorne difficult terrain.
Wreaths
Uncommon Weaknesses
Associated
Weakness Description Vampire
Can't Cross a The vampire cannot voluntarily cross over or walk under a broom. Alp,
Broom Asema,
Cauchemar
Can't Enter The vampire cannot voluntarily enter a room with shoes pointed at the door. Alp
Towards
Shoes
Cannot If the vampire sees unattended eggs, it must succeed on a DC 15 Wisdom saving throw or be Mullo
Resist Eggs compelled to steal them, and suffer disadvantage on Wisdom (Perception) checks until it does.
Casts No The vampire casts no reflection in mirrors. Zemu
Reflection
Charmed by If a creature uses its action to read a love poem written to the vampire, the vampire must succeed Leanan
Poetry on a DC 15 Wisdom saving throw or be Charmed by the creature for the next minute, or until the Sidhe
creature takes hostile action towards it
Cured by The vamire is cured of vampirism if its hair is cut off and stuffed into the secret hole in the back of Langsuir
Secret Hole its head while the vampire is incapacitated.
Detected by A white horse will balk if led over the grave of a vampire. Lugat
White Horse
Eikon Bottle If the vampire starts its turn within 10 ft. of a bottle that contains a small amount of blood while in Djadadjii
mist form, it must succeed on a DC 15 Strength saving throw or be sucked in and can be trapped.
Fear of Black If the vampire starts its turn within 30 ft. of a black dog with white eyes painted atop its head that Blutsauger
Dogs the vampire can see, the vampire must succeed on a DC 15 Wisdom saving throw or be
Frightened until the beginning of its next turn.
Fear of If the vampire starts its turn within 30 ft. of a set of crossed measuring sticks it can see, it must Alp
Crossed succeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn.
Sticks
Fear of Frogs If the vampire starts its turn within 30 ft. of a frog it can see, it must succeed on a DC 15 Wisdom Loup-
saving throw or be Frightened until the beginning of its next turn. Garout
Fear of If the vampire starts its turn within 30 ft. of a mirror it can see, it must succeeed on a DC 15 Alp,
Mirrors Wisdom saving throw or be Frightened until the beginning of its next turn. Tlaciques
Harmed by If the vampire takes damage from a weapon smeared with garlic, it cannot regain hit points until Blutsauger
Garlic the end of its next turn.
Harmed by A creature may use its action to attempt a Charisma (Performance) check to insult offend the Empouse
Insults and vampire. On a roll higher than the vampire's AC, the vampire takes 22 (4d10) psychic damage.
Profanity
Uncommon Weaknesses
Associated
Weakness Description Vampire
Hidden The vampire's heart is hidden behind its back in its left hand. A creature that is flanking the Spear Finger
Heart vampire may attempt to make an attack against the heart, which has an AC of 25 and 15 hit
points. If the heart is destroyed, the vampire dies.
Killed by If struck by a weapon may of alloyed gold, lead, silver, and steel while incapacitated in its resting Ala
Alloy place, the vampir is killed.
Killed by If boiling vinegar is poured onto the vampire while incapacitated in its resting place, it is slain Catacanos
Boiling in instantly.
Vinegar
Killed by If the vampire's severed head is boiled in wine, it is destroyed. Brucolaco
Boiling in
Wine
Killed by If the vampire is struck with a weapon that deals bludgeoning damage while incapacitated in its Tlaciques
Clubbing resting place, it is destroyed.
Killed by If the vampire suffers a critical hit from a firearm, it is slain instantly. Mullo
Firearms
Killed by If the vampire's heart is carved out, spat on, and nailed to the vampire's forehead, the vampire is Strigoi
Mutilation destroyed.
(Heart)
Killed by If the vampire's thumbs are cut off while it is in its resting place, the vampire is destroyed. Wurdulak
Mutilation
(Thumbs)
Killed by If all of the vampire's toes are cut off and a nail is driven through its neck, the vampire is Mullo
Mutilation destroyed
(Toes)
Killed by If all of the vampire's limbs are removed and the vampire's heart is carved out through its back, Farkaskoldus
Quartering the vampire is destroyed.
Killed by If the stake nailed through the vampire's head is removed with a successful DC 20 Strength Isithfuntela
Removing (Athletics) check while it is incapacitated, the vampire is destroyed.
Stake
Killed by If the vampire is submerged in salt water in its resting place, it is destroyed. Catacanos
Salt Water
Killed by If the vampire is hit with an attack while at 0 hit points by a creature that it cannot see, it is Lilim
Unseen destroyed.
Killed while If the vampire is hit with an attack while at 0 hit points by a creature that cannot see it, it is Mantindane
Unseen destroyed.
Uncommon Weaknesses
Associated
Weakness Description Vampire
Paralyzed by If the vampire's mouth is filled with glass beads, chicken eggs are tucked in its armpits, and its Langsuir
Beads hands are pierced with needles, the vampire is paralyzed until the needles or beads are
removed.
Paralyzed by The vampire is Paralyzed if a stone or other solid object is shoved into its mouth. Begierig
Stone
Power Source: The vampire loses its charm ability, damage resistances and immunities, and regeneration if its Leanan
Cauldron cauldron of blood is spilled. Sidhe
Power Source: The vampire has its Strength score reduced to 10 and cannot turn invisible if its hat is lost or Alp
Hat stolen
Power Source: The vampire has its Dexterity score reduced to 10, its movement speed reduced to 30, and Estries
Hair cannot fly if its hair is bound
Sensed by Dogs within 120 feet of the vampire can detect its location, becoming agitated and barking Leyak
Dogs incessantly.
Transformed by If the vampire sees its reflection while in its true form, it must succeed on a DC 15 Wisdom Soucriant
Mirrors saving throw or be forced to shapeshift into a beast as a reaction, and be unable to return to
its true form for as long as it can see its reflection
Warded by The vampire cannot cross a threshold with a stillborn baby buried beneath it. Alp
Baby
Vulnerable While separated, the vampire's bottom half is destroyed if rubbed with garlic and salt. The Aswang
While Bisected vampire is destryed if has not reattached to its lower half by dawn.
Vulnerable If a creature the vampire is posessing is reduced to 0 hit points, the vampire is destroyed. Asanbosam,
While Owenga
Posessing A
Creature
Vulnerable While no hostile living creature can see the vampire, it loses its damage and condition Mantidane
While Unseen immunities.
Warded by While within 30 feet of burning seaweed, the vampire cannot use its multiattack. Nuckelavee
Burning
Seaweed
Warded by If a creature within 30 feet of the vampire uses its action to dance, the vampire must succeed Mahasohon
Dancing on a DC 15 Wisdom saving throw or use its reaction to move its full speed away from the
creature.
Warded by The vampire is charmed by any that owes it a debt until the debt is paid or the creature takes Alp
Debts hostile action against it.
Warded by Iron A creature carrying an iron token has +2 AC against attacks made by the vampire. Bruxa,
Tokens Pisaca
Warded by Iron The vampire cannot attack someone sleeping with an iron nail beneath their pillow. Allukah
Nails
Warded by The vampire has disadvantage on attack rolls against a creature wielding a shield of neem Pisaca
Neem Wood wood
Warded by The vampire has disadvantage on attacks against a creature carrying a pair of iron scissors. Baobham
Scissors Sith
Weakened by If the vampire hears one of its 12 1/2 secret names spoken aloud for the first time in a day, it Gello
Naming subtracts a cumulative 1d4 from the next saving throw it makes in the next minute.
Yew Weakness Damage dealt by weapons made of yew wood bypasses the vampire's damage resistances and Murbheo
immunities.
Vampire Powers
Associated
Power Description Vampire
Acid Spit As an action, the vampire may spit regurgitated blood on a creature within 15 feet. That creature Catacano
must succeed on a Dexterity saving throw or be covered in acidic blood, taking 10 (3d6) acid
damage at the start of each of its turns until a creature uses an action to clear it.
Beast Wild beasts are friendly to the vampire and obey its spoken commands. Asparas, Bantu
Command Saburo
Blood- The vampire knows the exact location of each drop of blood spilled within 5 miles of it. Bantu
Wary
Call Over the course of a week, the vampire can perform a ritual. During this time, in a 20 mile radius Veles
Disaster the sun is eclipsed, the sky turns red, and natural water sources are fouled. When the ritual is
completed, a natural disaster occurs, of a type appropriate to the location.
Compel The vampire can compel a creature charmed by it do dance with it. Each six hours that the Baobham Sith
Dance creature dances, it must succeed on a Constitution saving throw or suffer a point of Exhaustion.
Crushing A prone creature in the vampire's space cannot stand, speak or breathe. Alp,
Weight Barabarlakos,
Nobosuma
Extending The vampire's Blood Drain has a reach of 20 feet. Aswang, Upyr
Tongue
Flying The vampire has a 50 ft. fly (hover) speed. Gello, Yuki
Onna
Flying As a Bonus Action, the vampire can detach its head, which gains a 50 ft. fly speed. The vampire's Brahmaparush,
(Head) statistics otherwise remain the same. Chonchon
Flying As a Bonus Action, the vampire can detach its top half, which gains a 50 ft. fly speed. The Aswang,
(Torso) vampire's statistics otherwise remain the same. Mannananggal
Full of When the vampire is reduced to 0 hit points, a Fear Moth Swarm that acts on the vampire's
Moths initiative pours out of its mouth.
Grave While it remains in its resting place, each creature within 5 miles of the vampire must succeed on Begierig
Chewer a Wisdom saving throw upon completing a Long Rest or gain no benefit from it.
Heavy A sleeping creature damaged by the vampire makes a DC 15 Constitution saving throw. On a
Sleep failure, the creature does not wake.
Inspire Creatures charmed by the vampire have resistance to bludgeoning, piercing, and slashing damage,
Fury and treat all creatures other than the vampire as hostile.
Invisibility While in sunlight, the vampire is invisible. Langsuir
(Daytime)
Invisibility As an action, the vampire can turn invisible until it takes an action. A creature that bends over and Agta
(Flawed) peers between its own legs can ignore the effects of this invisibility.
Invisibility As an action, the vampire can turn invisible until it takes an action. A creature standing at a Agta
(Flawed) crossroads can ignore the effects of this invisibility.
Mind The vampire has telepathy out to 60 feet and can read the surface thoughts of each creature in Bas
Reader that area.
Misty When it drops to 0 hit points, the vampire does not die or fall unconscious. Instead, it loses the
Escape ability to take actions and transforms into a cloud of mist. Once in its resting place, it reverts to
its vampire form and is paralyzed until the next sunset, when it regains 1 hit point.
Name- The vampire can hear whenever its name is spoken, and knows the identity and location of the Cel-Rau
Wary creature that spoke it.
Paralyzing A creature that becomes charmed by teh vampire for the first time in a day is additionally Ichanti
Stare Paralyzed until the end of the vampire's next turn.
Piercing The vampire has blindsight out to 30 ft. and can see through solid objects. Huli Jing
Sight
Poisonous A creature that hits the vampire with a melee attack that deals piercing or slashing damage must Pisaca
Blood succeed on a Constitution saving throw or be Poisoned until tbe end of its next turn.
Vampire Powers
Associated
Power Description Vampire
Posession As an action, the vampire forces one beast it can see within 15 feet to make a Charisma saving
(Beast) throw. On a failure, the vampire disappears and the beast is possessed until it drops to 0 hit
points, or until the vampire chooses or is forced to vacate the creature. When the possession
ends, the vampire appears in the nearest unoccupied space.
Posession As an action, the vampire disappears and possesses a corpse it can see within 15 feet until the Baital
(Corpse) vampire vacates it as a Bonus Action. The corpse takes on the appearance of life and uses the
vampire's statistics. When the possession ends, the vampire appears in the nearest unoccupied
space.
Posession As an action, the vampire forces one creature in Dim Light or Darkness it can see within 15 feet Mrart
(Living) to make a Charisma saving throw. On a failure, the vampire disappears and the creature is
possessed until it drops to 0 hit points, or until the vampire chooses or is forced to vacate the
creature. A possessed creature acts under the vampire's control. When the possession ends, the
vampire appears in the nearest unoccupied space.
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.
Shapechanger As a Bonus Action, the vampire can polymorph into a Tiny baby or back into its true form. It Tiyanak
(Baby) retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Tiny Bat or back into its true form. It retains Azeman
(Bat) its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Medium Boar or back into its true form. It Alp
(Boar) retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Small Cat or back into its true form. It Alp,
(Cat) retains its hit points and mental statistics. Chordeva
Shapechanger As a Bonus Action, the vampire can polymorph into a Tiny Crow or back into its true form. It Baobham
(Crow) retains its hit points and mental statistics. Sith
Shapechanger As a Bonus Action, the vampire can polymorph into a Medium white Hart or back into its true Leanan
(Deer) form. It retains its hit points and mental statistics. Sidhe
Shapechanger As a Bonus Action, the vampire can polymorph into a Small Dire Wolf or back into its true form. It
(Dire Wolf) retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Small Dire Eagle or back into its true form. It Ala, Leyak
(Eagle) retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Small Hyena or back into its true form. It Bouda
(Hyena retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Medium cloud of mist with a 20 ft. fly Leyak
(Mist) speed (hover), or back into its true form. It retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Small Capuchin with golden teeth or back Leyak
(Monkey) into its true form. It retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Small Hyena or back into its true form. It Mahr
(Moth retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Large motorcycle or back into its true form. Leyak
(Motorcycle) It retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Small or Medium inanimate object, or back Aswang
(Object) into its true form. It retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Large Ogre Skullcracker or back into its true Leyak
(Ogre) form. It retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Tiny Owl or back into its true form. It Azeman,
(Owl) retains its hit points and mental statistics. Habergeiss
Shapechanger As a Bonus Action, the vampire can polymorph into a Large Constrictor Snake or back into its true Bori, Veles
(Snake) form. It retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can take on a spectral form, gaining the ability to move through
(Spirit) solid objects and creatures, or revert to its true form. The vampire can't take other actions in this
form.
Vampire Powers
Associated
Power Description Vampire
Shapechanger As a Bonus Action, the vampire can polymorph into a Medium Swarm of Ants or back into its Bruxa
(Swarm of true form. It retains its hit points and mental statistics.
Ants)
Shapechanger As a Bonus Action, the vampire can polymorph into a Medium Swarm of Rats or back into its Isithfuntela
(Swarm of true form. It retains its hit points and mental statistics.
Rats)
Shapechanger As a Bonus Action, the vampire can polymorph into a Large Tiger or back into its true form. It Leyak
(Tiger) retains its hit points and mental statistics.
Shapechanger As a Bonus Action, the vampire can polymorph into a Tiny Corpse Candle Wisp, a Firefly or back Adze, Asema,
(Wisp) into its true form. It retains its hit points and mental statistics. Asiman, Hahn
Saburo
Sleep As an action, the vampire can force one creature it can see within 60 feet to succeed on a
Unbidden Wisdom saving throw or fall asleep for the next minute. A creature wakes up early if it takes
damage or another creature uses its action to wake it.
Spider Climb The vampire can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Shapechanger As a Bonus Action, the vampire can polymorph into a Large Swan or back into its true form. It Veles
(Swan) retains its hit points and mental statistics.
Trapped Soul Creatures killed by the vampire cannot be resurrected until the vampire is destroyed. Mahr
Telekinesis As a Bonus Action, the vampure can force a creature it can see to succeed on a Strength saving Ekimmou,
throw or be dragged up to 20 feet in a direction of the vampire's choice. Obour
Uncanny Attacks of opportunity made against the vampire are made at disadvantage.
Speed
Art Credits Jacob Gist Vi
Jake Serna W
City of a Thousand Steeples by Jason Engle James Hawthorne W
Bloodcrazed Neonate by Cynthia Sheppard James McBride Za
Drana, the Last Bloodchief by Tyler Jacobson Johnathan Chavez
Blood Host by Cynthia Sheppard Joseph Donley
Champion of Dusk by Josh Hass Josh Huston
Banishing Stroke by Igor Kieryluk Justin King
Wooden Stake by David Palumbo Kelsii Weber
Graveyard Shovel by Kyle Cove
Wooden Stake by David Palumbo Lascifrass
Lawrence Courtrelle
Luke Wheeler
The Part Where I Shill My Patreon Malacandrian
Want to support the creation of content like this? I post new Marc Adelman
monsters with lore and tactics to my patreon five times a Matt Herbert
week, joining the more than 1000 already there, indexed in a Matt Pierce
big PDF along with formats for Foundry and 5eTools. Matthew Cullen
Matthew S
Mauricio Garcia
Maximilian Bizjak
Mehul Gupta
Michael Taylor
Mike Nicolan
Milo Baraclough
Mitch Whitehead
Moritz Hackl
Also check out my website and instagram, where my wife and Nathan Johnson
I make handmade dice and dice bags, and where I post free Nathanial Schnebly
books as I get them polished up. I'm trying to get a new free Niall
book like this out every other month or so. Nick I
If you've got any monsters you'd like to see statted up by Niki S
me, leave me a comment over in the permanent thread in ObsessiveModelmaker
r/bettermonsters and I'll put something together for you. Ondřej Kříž
Oscar Mangandid
Supported By Patrick
Aaron Rosenberg Phoenix Daniels
AHorseWithNoName Primarily Daniel
Alex Bogart Rae Judd
Alex Gillies Rici
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Alex O'Hanlon Robin Bjälmsjö
Alisha Herbitter Robin Roberts
Allis Ronan Battistoni
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Andrew Cheeseman RuggerFoodie
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Blueberryperson saternoutlaw
Bradley Webb Saz
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David Jose Shane
Delport Breckland Sharelle D Larsen
Ex Nihilo Sheila Dietrich
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Fletcher Herring Simon Bell
George Hughes simon Jørgensen
GramPositive Simon Weller
Harrison Phillips SirApetus
Helltroll Sylphreni
Hoswell Tanner F Moen
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