AoEMM

Dr. Lysithea Straud

Medium vampire, Lawful Evil

Armor Class 17
Hit Points 144 (17d8 +68)
Speed: 35 ft Climb: 35 ft

STR

15
( +2 )

DEX

16
( +3 )

CON

18
( +4 )

INT

18
( +4 )

WIS

13
( +1 )

CHA

14
( +2 )

Saving Throws Con +6, Int +9
Skills

Deception +8, Perception +7, Persuasion +7, Medicine +9, Stealth +7

Damage Vulnerabilities radiant
Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed
Senses

darkvision 90 ft., blindsight 60 ft., passive Perception 17

Languages Common, Celestial
Challenge Rating 13
Proficiency Bonus +5

Ideals

Evolution

Bonds

Vinitya Rennick

Flaws

Vampire Weaknesses, Anti-Arcanist

Predatory Charm. The vampire magically beguiles the mind of one humanoid it can see within 30 ft. for 1 hour. The target must succeed on a DC 13 Charisma saving throw or the vampire has advantage on Charisma checks against the target. If the vampire or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this vampire's predatory charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A vampire can have only one target affected by its predatory charm at a time. If it uses its predatory charm on another target, the effect on the previous target ends.


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. If the vampire takes radiant damage, 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.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Stake to the Heart. The vampire dies if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 10 radiant damage when it starts its turn exposed to sunlight. While exposed to sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes three attacks, only one of which can be a bite.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) slashing damage. If the target is a creature, the vampire can grapple the target (escape DC 17).

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) piercing damage and 14 ( 4d6 ) 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. This 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 rises the following night as a vampire spawn under this vampire's control.

Beast Form. If the vampire isn't in the sunlight or running water, it can use its action to polymorph into a Tiny bat or Medium cloud of mist, or back into its true form.

While in bat form, the vampire can't speak, its walking speed is 5 ft., and it has a flying speed of 40 ft. 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 speak, or manipulate objects, or take any actions except to use beast form. It is weightless, has a flying speed of 30 ft., 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 is immune to all nonmagical damage, except the damage it takes from sunlight, and has resistance to damage other than radiant. The vampire reverts to its true form if it dies.

Reactions

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into its Mist Form instead of falling unconscious. If the vampire can't transform, it dies. While it has 0 points in mist form, the vampire dies if it takes damage three times or radiant damage once. It can't willingly revert to its vampire form, and it must reach its resting place within 2 hours or die. Once in its resting place, it reverts to its vampire form. It is then paralysed 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.

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options here. 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.

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

Move. The vampire moves up to its speed without provoking opportunity attacks.

Claws. The vampire attacks once with its claws.


Created by

Miasmax.

Statblock Type

NPC Sheet

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