Vampires

Monsters A to Z / Text

Vampires

Vampire Familiar

Vampire Familiar

Medium humanoid Neutral Evil

Armor Class 15; Initiative +5

Hit Points 65 (10d8 + 20)

Speed climb 30 ft., walk 30 ft.

Strength 17 (+3); Dexterity 16 (+3); Constitution 15 (+2); Intelligence 10 (+0); Wisdom 10 (+0); Charisma 14 (+2)

Saving Throws Dexterity +5, Wisdom +2

Skills Perception +4, Persuasion +4, Stealth +7

Damage Resistances necrotic

Condition Immunities charmed

Senses darkvision 60 ft.

Languages Common plus one other language

Challenge 3; Proficiency Bonus +2

Vampires

Vampire Familiar

Vampiric Connection. While the vampire familiar and its vampire master are on the same plane of existence, the vampire can communicate with the vampire familiar telepathically, and the vampire can perceive through the vampire familiar's senses.

Multiattack. The vampire familiar makes two Umbral Dagger attacks.

Umbral Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft.. Hit: 5 (1d4 + 3) piercing plus 7 (3d4) necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.

Deathless Agility. The vampire familiar takes the Dash or Disengage action.

Vampire Spawn

Vampire Spawn

Medium undead Neutral Evil

Armor Class 16; Initiative +3

Hit Points 90 (12d8 + 36)

Speed walk 30 ft.

Strength 16 (+3); Dexterity 16 (+3); Constitution 16 (+3); Intelligence 11 (+0); Wisdom 10 (+0); Charisma 12 (+1)

Saving Throws Dexterity +6, Wisdom +3

Skills Perception +3, Stealth +6

Damage Resistances necrotic

Senses darkvision 60 ft.

Languages Common plus one other language

Challenge 5; Proficiency Bonus +3

Vampires

Spider Climb. The vampire spawn can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Multiattack. The vampire spawn makes two Claw attacks and uses Bite.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 8 (2d4 + 3) slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.

Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition.
Failure: 5 (1d4 + 3) piercing plus 10 (3d6) necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.

Deathless Agility. The vampire spawn takes the Dash or Disengage action.

Vampire Weakness. The vampire spawn has these weaknesses:
Forbiddance. The vampire spawn can't enter a residence without an invitation from an occupant.
Running Water. The vampire spawn takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. The vampire spawn is destroyed if a weapon that deals Piercing damage is driven into the vampire spawn's heart while the vampire spawn has the Incapacitated condition.
Sunlight. The vampire spawn takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Vampire

Vampire

Medium undead Lawful Evil

Armor Class 16; Initiative +14

Hit Points 195 (23d8 + 92)

Speed climb 40 ft., walk 40 ft.

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 18 (+4); Dexterity 18 (+4); Constitution 18 (+4); Intelligence 17 (+3); Wisdom 15 (+2); Charisma 18 (+4)

Saving Throws Dexterity +9, Constitution +9, Wisdom +7, Charisma +9

Skills Perception +7, Stealth +9

Damage Resistances necrotic

Senses darkvision 120 ft.

Languages Common plus two other languages

Challenge 13; Proficiency Bonus +5

Vampires

Legendary Resistance. 3/day (4/day in lair). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.

Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.

Grave Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 8 (1d8 + 4) bludgeoning plus 7 (2d6) necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.

Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition.
Failure: 6 (1d4 + 4) piercing plus 13 (3d8) necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.

Charm. Recharge 5-6. The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.

Charm Person. One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Shape-Shift. If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.

Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can't take this action again until the start of its next turn.

Command. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.

Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can't enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.