Vampire
CR 13 undead with Legendary Resistance (3/day, 4/day in lair) and Misty Escape—when reduced to 0 HP outside its resting place, it transforms to mist and has 2 hours to regain 1 HP...
- AC
- 16
- STR
- 18
- DEX
- 18
- CON
- 18
- INT
- 17
- WIS
- 15
- CHA
- 18
- Bite
- Grave Strike +9 1d8+4 bludgeoning reach 5 ft
- Multiattack
- Type
- Small undead
- CR
- 13
- AC
- 16
- STR
- 18
- DEX
- 18
- CON
- 18
- INT
- 17
- WIS
- 15
- CHA
- 18
- Alignment
- lawful evil
Special Abilities
Legendary Resistance (3/Day, or 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.
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.
Vampire. Small undead, lawful evil.
Languages: Common plus two other languages
Traits: Legendary Resistance (3/Day, or 4/Day in Lair); Misty Escape; Spider Climb