Vampyr

Not a true Vampire. A Vampyr is a humanoid creature that has for some reason taken a shape most legend and stories consider to be the true form of a Vampire.

## Stats

STR 18 (+4)

DEX 18 (+4)

CON 18 (+4)

INT 17 (+3)

WIS 15 (+2)

CHA 18 (+4)

## Actions

**Multiattack (Vampyr Form Only)**: The vampyr makes two attacks, only one of which can be a bite Attack.

**Unarmed Strike (Vampyr Form Only)**: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampyr can grapple the target (escape DC 18).

**Bite (Bat or Vampyr Form Only)**: Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the vampyr, 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 vampyr 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 Vampyr Spawn under the vampyrs control.

**Charm**: The vampyr Targets one humanoid it can see within 30 ft. of it. If the target can see the vampyr, the target must succeed on a DC 17 Wisdom saving throw against this magic or be Charmed by the vampyr. The Charmed target regards the vampyr as a trusted friend to be heeded and protected. Although the target isn't under the vampyrs control, it takes the vampyrs requests or Actions in the most favorable way it can, and it is a willing target for the vampyrs bite Attack.
Each time the vampyr or the vampyrs 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 vampyr 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 vampyr magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampyr can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampyr and obeying its spoken commands. The Beasts remain for 1 hour, until the vampyr dies, or until the vampyr dismisses them as a Bonus Action.

## Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

**Move**: The vampyr moves up to its speed without provoking Opportunity Attacks.

**Unarmed Strike**: The vampyr makes one Unarmed Strike.

**Bite (Costs 2 Actions)**: The vampyr makes one bite Attack.

## Traits

**Shapechanger**. If the vampyr 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 vampyr 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 vampyr 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 vampyr fails a saving throw, it can choose to succeed instead.

**Misty Escape**. When it drops to 0 hit points outside its resting place, the vampyr 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 vampyr form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampyr 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 vampyr 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 vampyr takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampyrs next turn.

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

**Vampyr Weaknesses**. The vampyr has the following flaws:
*Forbiddance*. The vampyr can't enter a residence without an invitation from one of the occupants.
*Harmed by Running Water*. The vampyr 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 vampyrs heart while the vampyr is incapacitated in its resting place, the vampyr is paralyzed until the stake is removed.
*Sunlight Hypersensitivity*. The vampyr takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.