Vampire

Vampires are powerful undead entities that were once living humanoids. However, after being bitten and slain by a preceding vampire, the corpses reanimated, cursed with vampirism. Vampires are the ancient adversaries of werewolves.

## Vampirism

When a living humanoid is bitten by a vampire and slain, they rise from their grave the first night after burial. They are a vampire spawn

### Vampire Spawn

Vampire spawn are the weaker form of vampires, and are usually subordinates and servants to full vampires. They also cannot spread vampirism, as they are not powerful enough.

#### Stats

**Ability Score Changes:** Your strength increases by 1. Your dexterity increases by 1.

**Speed:** 30 ft.

**Damage Resistance:** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

**Damage Vulnerabilities:** radiant

**Senses:** darkvision 60 ft.

#### Traits

***Natural Weapons:*** You gain two natural weapons which can be used instead of regular or improvised weapons. Your fingernails become long and sharp like claws (1d4 at level 1-5, 1d4+2 at level 6-10, 2d4 at level 11-15, 2d4+2 at level 16-20) and bite (1d6 at level 1-5, 1d6+3 at level 6-10, 2d6 at level 11-15, 2d6+3 at level 16-20).

***Regeneration:*** You regain 1d4 hit points at the start of your turn if you have at least 1 hit point and aren't in sun light or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of the your next turn.

***Spider Climb:*** You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

***Vampire Weaknesses:*** You have the following flaws:

* Forbiddance: You can't enter a residence without an invitation from one of the occupants.
* Garlic: You must stay 5 feet away from garlic or gain disadvantage on attack rolls and saving throws.
* Harmed by Running Water: You take 20 acid damage if it ends its turn in running water.
* Stake to the Heart: You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.

***Sunlight Hypersensitivity:*** You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

### Full Vampire

Full vampires are powerful undead lords of mischief and terror. They tend to live alone with their servants, or in large vampire family clans. To become a full vampire, a creature must drink the blood of 10 living creatures (using their Bite attack). After this has occurred, the spawn must rest until the next New Moon. On the New Moon, the spawn will rise from its resting place and will become a full vampire.

#### Stats

**Ability Score Changes:** Your dexterity increases by 1.

**Hit Points:**  +2 to the creature's hitpoint maximum per level as long as they are a vampire.

**Speed:** fly 40 ft. in bat form, fly 20 ft. in mist form

**Damage Resistance:** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

**Damage Vulnerabilities:** radiant

**Senses:** darkvision 120 ft.

#### Traits

**Alignment Shift:** If you are not already of an evil alignment, you automatically shift to lawful evil.

***Charm:*** You target one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a DC (WIS Score) Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.
Each time you or your 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 you are destroyed, are on a different plane of existence than the target, or take a bonus action to end the effect.

***Natural Weapons:*** Your natural weapons improve in strength: Claws (1d4+2 at level 1-5, 2d4 at level 6-10, 2d4+2 at level 11-15, 3d4 at level 16-20) and bite (1d6+2 at level 1-5, 2d6 at level 6-10, 2d6+2 at level 11-15, 3d6 at level 16-20). A creature bitten by you and later slain will become a vampire spawn after it is buried and rises.

***Regeneration:*** You regain 1d10 hit points at the start of your turn if you have at least 1 hit point and aren't in sun light or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of the your next turn.

***Shapeshift:*** If you aren't in sunlight or running water, you can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form.
While in bat form, you can't speak, your walking speed is 5 feet, and it has a flying speed of 40 feet. Its statistics, other than its size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have 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 you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.

***Spider Climb:*** You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

***Sunlight Hypersensitivity:*** You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

***Vampire Weaknesses:*** You have the following flaws:

* Forbiddance: You can't enter a residence without an invitation from one of the occupants.
* Garlic: You must stay 5 feet away from garlic or gain disadvantage on attack rolls and saving throws.
* Harmed by Running Water: You take 20 acid damage if it ends its turn in running water.
* Stake to the Heart: You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.

## NPC

The following statistics and information is for NPC vampires.

**Armor Class:** 17

**Hit Points:**  136 (17d8 + 68)

**Speed:** 30 ft.

**Proficiency Bonus:** +5

**Damage Resistance:** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

**Damage Vulnerabilities:**  radiant

**Senses:** darkvision 120 ft., passive Perception 17

**Languages:** The languages it knew in life

**Challenge Rating:** 13 (10,000 XP)

### Abilities

#### Traits

***Shapeshift:*** 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 40 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 sun light or running water. lf 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.

***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.

***Vampire Weaknesses:*** The vampire has the following flaws:

* Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
* Garlic: The vampire must stay 5 feet away from garlic or gain disadvantage on attack rolls and saving throws.
* 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.

#### Actions

***Multiattack (Vampire Form Only):*** 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 creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18 Strength).

***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.

#### 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.

### Lair

Vampires demand great and ostenatious lairs, and thus they tend to make old castles, fortified manors, or elaborate and deep cave systems their suited lairs. They place their coffin in the most secure location within the lair.

#### Regional Effects

* There's a noticeable increase in the population of bats and rats in the region.
* Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
* Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
* A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.