The masters of living death come in multiple forms. Some are the incredible elite, capable of unleashing a new age of darkness. Others are near mindless spawn under the mercy of their creators. In the middle lies most vampires, still powerful creatures of darkness capable of causing absolute hell to the world around them. They retain free will like their masters, but will likely never outrank them. However, an army of the standard “vampyre” rank is capable of doing just as much damage as a high vampire lord themselves! Whoa to those who meet these kindred en mass, for survival chances are exceptionally low.
Author’s Note: The entry for Vampire in the Monster Manual is really damn high. I know vampires are supposed to be absolutely awesome, but that layout better fits Count Strahd for I6 Ravenloft, or at least an elite vampire. So, here’s an entry for vampires that, while not as strong as Strahd, are pretty damn scary. In a sense, it’s a mod of the vampire spawn and the regular vampire more or less.
Medium undead (vampire), neutral evil
Armor Class 16 (natural armor)
Hit Points 108 (13d8+52)
Speed 30 ft.
STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 17 (+3) WIS 15 (+2) CHA 16 (+3)
Saving Throws. DEX +8, WIS +6, CHA +7
Skills. Perception +6, Stealth +8
Damage Resistances. Necrotic; Bludgeoning, Piercing, Slashing damage from Non-Magical Source
Senses darkvision 120 ft., Passive perception 16
Languages. languages it knew it life
Challenge 9 (5,000 XP)
Shapechanger. If the vampire isn’t in sun light or running water, it can use its action to polymorph in to 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 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 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.
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 sun light 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.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants,
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 whi le the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
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.
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: +8 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 16).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +8 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 creature who dies from this attack rises as a vampire spawn one night later. However, they are not under the control of the Vampyre. A greater vampire as detailed under the vampire entry in the MM (P. 297) is capable of controlling a vampire spawn created in this manner.
Made by Doctor Necrotic, for Doctor Necrotic Media.
IMAGE SOURCE: Vampire by Eric Deschamps