Vampiric Henchmen & Overlords – Forces of the Living Dead for D&D 5th Edition

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“One vampire, I can handle!  But, a whole army?  I didn’t sign up for th- AAAAHHHHH!”

The vampire, an immortal creature of darkness.  These creatures are soulless and damned, cursed by a thirst to leech off of human blood; they are parasites upon the living.  Those who had a fateful encounter with them were likely to either die or worse, become recruited to their dastardly cause.  For the longest time, it was assumed that those who succumbed to a vampire’s dark powers suffered one of two fates:  those who did not drink a vampire’s blood would become a ghoul with some slivers of their original self and those who drank the blood would become vampire spawn that were driven mad and violent by the corruptive power.  Such creatures range from mindless abominations to frenzied and insane mockeries of their former selves.  They are nothing like the true vampires that recreated them as they are now.

This leads to a strange new revelation, it’s more than possible to create more true vampires.  While usually not as powerful as a vampire who has fully mastered their abilities, they are an incredible force none the less.  Such creatures are more than capable of using their talents learned as a mortal with the unnatural abilities of the vampire.  Their progenitors are already a menace to those around them.  Combined with potent magics or martial prowess though and such an opponent becomes all the more deadly.

Author’s Note: Inspired by my “Vampyr” post from last year, I wanted to make a small handful of vampiric minions to throw at players that aren’t like the quasi-ghoulish spawn or the very powerful MM vampire.  Also, I decided to marathon through the JoJo’s Bizarre Adventure manga after the Adult Swim announcement some time back, so I took some inspiration from the first and third arcs… and a little from the second.

 

 

Vampire Shadow Spy

Medium undead (shapechanger), chaotic evil

Armor Class 15 (leather armor)

Hit Points 85 (10d8 + 40)

Speed 30 ft.

STR 18 (+4) DEX 18 (+4), CON 18 (+4), INT 12 (+1), WIS 14 (+2), CHA 15 (+2)

Saving Throws Int +4, Wis +5

Skills Perception +8, Stealth +7

Damage Resistances necrotic; bludgeoning, piercing and slashing from non-magical weapons

Senses darkvision 120 ft., passive Perception 18

Languages Common, Thieves Cant

Challenge 6 (2,300 XP)

Shapechanger.  This vampire has the ability to become an uncanny humanoid shadow as an action.  While in this form, it may slink at a speed of 40 ft. on a surface.  It may not attack.  However, it may attempt to merge with and mimic another shadow as part of a stealth check.  As another action, it may switch back to its original form.  In this form, it has resistance to all damage.

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sun light.  If 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:

  • Easily Distracted.  Throwing numerous small objects of the same type on the ground tempts the vampire to count them.  The vampire must make a Wisdom saving throw (DC 15) or be forced to count the objects on the floor for 1d4 rounds.
  • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while 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.

Shadow Leap.  The Shadow Spy may teleport up to 30 ft. with its movement action, so long as it lands without darkness or shadow.

ACTIONS

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: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 15).

Bloody Dagger (Vampire Form Only).  Melee Weapon Attack: +7, reach 5 ft., one creature.  Hit: 9 (2d4+4) piercing damage plus 4 (1d8) poison damage.  The target make also make a Constitution saving throw (DC 15) or lose maximum hit points based on the damage dealt.

Bite (Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d8 + 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.

 

 

Vampire Warrior

Medium undead (shapechanger), lawful evil

Armor Class 16 (chainmail armor, or natural armor in wolf form)

Hit Points 76 (9d8 + 35)

Speed 30 ft. (40 ft. in wolf form)

STR 18 (+4) DEX 18 (+4), CON 18 (+4), INT 12 (+1), WIS 14 (+2), CHA 14 (+2)

Saving Throws Wis +5

Skills Perception +5

Damage Resistances necrotic; bludgeoning, piercing and slashing from non-magical weapons

Senses darkvision 120 ft., passive Perception 15

Languages Common

Challenge 5 (1,800 XP)

Shapechanger.  This vampire has the ability to become a black and shadowy wolf as an action.  Other than change in AC, attacks and speed; no other stats are changed between forms.

Regeneration. The vampire regains 10 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

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. If a piercing weapon made of wood is driven into the vampire’s heart while 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.

ACTIONS

Multiattack (Vampire Form Only). The vampire makes three attacks, only one of which can be a bite attack.

Slamming Strike (Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 15), even while holding weapons.  The vampire cannot deal damage with this attack while holding weapons though.

Great Sword (Vampire Form Only).  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.  Hit: 11 (2d6 + 4) slashing damage.

Long Sword (Vampire Form Only).  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.  Hit: 8 (1d8 + 4) slashing damage.

Short Sword (Vampire Form Only).  Off-Hand Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.  Hit: 3 (1d6) slashing damage.

Bite (Wolf or Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) necrotic damage.  If the vampire is in Wolf form, the damage from the bite becomes 22 (4d8 + 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 Vampire.

 

 

Vampire Mind Mage

Medium undead (shapechanger), neutral evil

Armor Class 16 (natural armor)

Hit Points 102 (12d8 + 48)

Speed 30 ft.; 5 ft. land, 30 ft. flight in bat form

STR 18 (+4) DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 14 (+2), CHA 16 (+3)

Saving Throws Wis +5, Cha +6

Skills Arcana +9, Deception +6, Perception +8, Stealth +7

Damage Resistances necrotic; bludgeoning, piercing and slashing from non-magical weapons.

Senses darkvision 120 ft., passive Perception 18

Languages Common, any other languages it knew in life

Challenge 8 (3,900 XP)

Shapechanger.  This vampire has the ability to become a small wisp-like bat or medium cloud of mist as an action.  Other than change in attacks and speed, no other stats are changed between forms.  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.

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

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 while 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.

Sinister Charm.  The vampire has advantage on all Charisma skill checks to manipulate, sway or persuade targets.

Spellcasting.  The vampire can cast spells much like a level 8 wizard.  Their spells depend on the Intelligence stat.  The DC is 14 and the spell attack bonus is +6.  The spells are as follows:

  • Cantrips – Chill Touch, Dancing Lights, Minor Illusion, Prestidigitation
  • Level 1 (4 Slots) – Charm Person, Tasha’s Hideous Laughter, Witch Bolt
  • Level 2 (3 Slots) – Crown of Madness, Invisibility, Misty Step
  • Level 3 (3 Slots) – Blink, Fear
  • Level 4 (2 Slots) – Confusion, Phantasmal Killer

ACTIONS

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: +7 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 15).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +7 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 Vampire.

Master of Disguise.  The Vampire may create a disguise to appear as almost anyone they have studied or observed for at least 1 minute.  Any creature trying to examine the vampire must make an Investigation check (DC 14) to discover that their disguise is fake.

 

 

Vampire Warlord

Medium undead (shapechanger), lawful evil

Armor Class 18 (unholy armor, or natural armor in wolf form)

Hit Points 110 (13d8 + 52)

Speed 30 ft. (50 ft. in dire wolf form), climb 30 ft.

STR 18 (+4) DEX 18 (+4), CON 18 (+4), INT 15 (+2), WIS 14 (+2), CHA 14 (+2)

Saving Throws Wis +5

Skills Insight +5, Perception +8

Damage Resistances necrotic; bludgeoning, piercing and slashing from non-magical weapons

Senses darkvision 120 ft., passive Perception 18

Languages Common

Challenge 10 (5,900 XP)

Shapechanger.  This vampire has the ability to become a large sized black and shadowy wolf as an action.  Other than change in size, attacks and speed; no other stats are changed between forms.

Legendary Resistance (1/Day).  If the vampire fails a saving throw, it can choose to succeed instead.

Regeneration. The vampire regains 10 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

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 while 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.

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

Martial Prowess.  The vampire is capable of using martial tactics, similar to the Battlemaster Martial Archetype for the Fighter.  It may do this up to 6 times before needing to take a short or long rest.  The vampire can use a reaction to use a d12 in one of several ways.

  • Reduce damage dealt to it by the total rolled
  • Bolstering the attack roll of an ally within 30 ft. of it
  • Adding damage to an attack by the total rolled
  • Give an ally within 30 ft. temporary hit points equal to the die roll + 3 (charisma modifier)
  • Attempt to do an extra effect to an attacked enemy: push, knock prone, disarm, grab.  The target must make a Dexterity saving throw (DC 16) to avoid said effect.

ACTIONS

Multiattack (Vampire Form Only). The vampire makes three attacks, only one of which can be a bite attack.

Slamming Strike (Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 15), even while holding weapons.  The vampire cannot deal damage with this attack while holding weapons though.

Great Sword (Vampire Form Only).  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.  Hit: 11 (2d6 + 4) slashing damage.

Long Sword (Vampire Form Only).  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.  Hit: 8 (1d8 + 4) slashing damage.

Short Sword (Vampire Form Only).  Off-Hand Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.  Hit: 3 (1d6) slashing damage.

Bite (Wolf or Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 9 (1d10 + 4) piercing damage plus 10 (3d6) necrotic damage.  If the vampire is in Dire Wolf form, the damage from the bite becomes 25 (6d6 + 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 Vampire.

 

 

Vampire Dark Magus – CR 7

Medium undead (shapechanger), neutral evil

Armor Class 16 (natural armor)

Hit Points 76 (9d8 + 35)

Speed 30 ft. (40 ft. in wolf form)

STR 18 (+4) DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 14 (+2), CHA 14 (+2)

Saving Throws Int +5, Wis +5

Skills Arcana +6, Perception +4

Damage Resistances necrotic; bludgeoning, piercing and slashing from non-magical weapons

Senses darkvision 120 ft., passive Perception 14

Languages Common

Challenge 5 (1,800 XP)

Shapechanger.  This vampire has the ability to become a medium cloud of mist as an action.  Other than change in attacks and speed, no other stats are changed between forms.  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.

Regeneration. The vampire regains 10 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

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. If a piercing weapon made of wood is driven into the vampire’s heart while 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.

Spellcasting.  The vampire can cast spells much like a level 3 spellcaster.  Their spells depend on the Intelligence stat.  The DC is 14 and the spell attack bonus is +6.  The spells are as follows:

  • Cantrips – Chill Touch, Ray of Frost, Sword Burst, True Strike
  • Level 1 (4 Slots) – False Life, Ice Knife, Magic Missile, Ray of Sickness
  • Level 2 (2 Slots) – Cloud of Daggers, Misty Step

ACTIONS

Multiattack (Vampire Form Only). The vampire makes three attacks, only one of which can be a bite attack.

Slamming Strike (Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 15), even while holding weapons.  The vampire cannot deal damage with this attack while holding weapons though.

Great Sword (Vampire Form Only).  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.  Hit: 11 (2d6 + 4) slashing damage.

Long Sword (Vampire Form Only).  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.  Hit: 8 (1d8 + 4) slashing damage.

Short Sword (Vampire Form Only).  Off-Hand Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.  Hit: 3 (1d6) slashing damage.

Bite (Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d8 + 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 Vampire.

Spell Sword Strike.  At the expense of one of the extra actions, the vampire may use a cantrip after hitting with a melee weapon attack.  This may only be used once per round, if the cantrip isn’t a reaction.

 

 

Vampire Dread Necromancer

Medium undead (shapechanger), neutral evil

Armor Class 16 (natural armor)

Hit Points 144 (17d8 + 68)

Speed 30 ft., climb 30 ft., flight 40 ft. in bat form

STR 18 (+4) DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 14 (+2), CHA 16 (+3)

Saving Throws Wis +5, Cha +6

Skills Arcana +9, Deception +6, Perception +8, Stealth +7

Damage Resistances necrotic; bludgeoning, piercing and slashing from non-magical weapons.

Senses darkvision 120 ft., passive Perception 18

Languages Common, any other languages it knew in life

Challenge 16 (15,000 XP)

Shapechanger.  This vampire has the ability to become a small sized sickly bat or medium cloud of mist as an action.  Other than change in attacks and speed, no other stats are changed between forms.  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.  While in an enemy’s space, the target must make a Constitution saving throw (DC 16) or suffer the effects of Stinking Cloud at the start of its turn.

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.

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

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

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 while 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.

Command Undead.  The vampire may attempt to charm undead creatures, even ones created or controlled by other casters.

Bolster Undead.  All Undead summoned by you gain the following benefits: add hit points equal to caster level (+18), add proficiency bonus to the undead’s attack and damage rolls (+5).  You may summon another undead on a nearby corpse or pile of bones when you cast Animate Dead or a related spell.

Spellcasting.  The vampire can cast spells much like a level 18 wizard.  Additional spells known are through modification.  Their spells depend on the Intelligence stat.  The DC is 14 and the spell attack bonus is +6.  The spells are as follows:

  • Cantrips – Acid Splash, Chill Touch, Minor Illusion, Poison Spray, Ray of Frost
  • Level 1 (4 Slots) – Arms of Hadar, Charm Person, False Life, Inflict Wounds
  • Level 2 (3 Slots) – Darkness, Invisibility, Misty Step, Ray of Enfeeblement
  • Level 3 (3 Slots) – Animate Dead, Bestow Curse, Vampiric Touch
  • Level 4 (3 Slots) – Blight, Locate Creature, Phantasmal Killer
  • Level 5 (3 Slots) – Cloudkill, Geas
  • Level 6 (2 Slots) – Circle of Death, Create Undead
  • Level 7 (2 Slots) – Finger of Death
  • Level 8 (1 Slots) – Abi-Dalzim’s horrid wilting
  • Level 9 (1 Slots) – Power Word Kill

ACTIONS

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: +7 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 15).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +7 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 Vampire.

LEGENDARY ACTIONS

The vampire can take 2 legendary actions, choosing from the options below. 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.

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

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

Chill Touch (Costs 2 Actions).  The vampire may use its Chill Touch cantrip.

 

Vampire Dread Necromancer Variant – Count Strahd Von Zarovich

The Infamous Darklord of Barovia now haunts your games!

As Count Von Zarovich, the Vampire Dread Necromancer gains the following:

  • Strahd Von Zarovich wears plate armor and has an AC of 18.  Strahd does not receive disadvantage to use a Stealth check in this armor.
  • Increase hit points to 178 (21d8 +84)
  • He gains the Charm and Children of the Night abilities of the Vampire (Monster Manual P. 297)
  • He gains use of the Vampire Warrior’s swords; Greatsword or Longsword and Shortsword.  He may use his multiattack with whichever weapons he has out.  He may also use the shortsword off-hand.  In addition, he may grab a target like the Vampire Warrior.  His weapons are considered magical.
  • Strahd Von Zarovich gains a new weakness, he is anchored to his Vampire Lair… or in this case, the Domain of Barovia.
  • He gains the Vampire’s Lair effects, including the following: The vampire is capable of observing almost all of his domain.  He can see through magical ability or through the eyes of henchmen.
  • In addition to Legendary Resistance, he has advantage against turning.
  • Change Challenge 16 to Challenge. 18 (20,000 XP) instead.

 

Image Source: Vampire Counts – Games Workshop

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