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Vampires

A list of vampire variants for D&D next


Introduction: The Monster manual has vampires of great power that
would be deadly against most characters. This product seeks to
rectify that, by providing four alternative vampires for the DM to
use.

Four vampires of challenge ratings 8 to 11

by Andy Pavlides

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Vampire variants

Contents
City dwelling Vampire..................................................................................................................................................... 3
Savage Vampire ................................................................................................................................................................. 5
Warrior Vampire ............................................................................................................................................................... 7
Vampire mage ................................................................................................................................................................. 10

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Vampire variants

City dwelling Vampire


The city dwelling vampire larks in or near cities and large settlements using deception and cunning to
hide its monstrous nature. These vampires occasionally take over criminal organizations acting as the
heads of assassins or thieves guilds.

City dwelling Vampire


Medium undead, Chaotic Evil
Armour Class 17 (natural armor and leather armor)
Hit Points 85 (10d8 +40)
Speed 30 ft.
Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int 16 (+3) Wis 15 (+2) Cha 16 (+3)
Saving Throws Dex+8, Wis+6
Skills Deception+11, empathy+6, intimidation+7, perception+6, persuasion+7, stealth+8
Tools thief tools+8
Damage Resistances necrotic; bludgeoning, piercing, and slashing from non magical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses Darkvision 120, passive Perception 16
Languages Common, elven, dwarven, undercommon
Challenge 9 (5000 xp)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph
into 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. 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.
Legendary Resistance (1/day). If The vampire fails a saving throw, it can choose to succeed
instead.
Misty escape. When it drops to 0 hp 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 sunlight or
running water. If it can't transform, it is destroyed.
While it has 0 hp 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 hp. After spending 1 hour in its resting place with 0 hp, it regains 1
hp.

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Vampire variants

Regeneration. The vampire regains 15 hit points at the start of its turn if it has at least 1 hit point
and isn't in sunlight or running water. lf it takes radiant damage or damage from holy water, this trait
doesn't function at the start of its next turn.
Spider climb. The vampire can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.
Sneak attack (1/turn). The vampire deals an extra 13 (4d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll, or when the target is within 5
feet of an ally of the vampire that isn't incapacitated and the vampire doesn't have disadvantage on the
attack roll.
Weaknesses. The vampire has the following weaknesses.
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.
Repulsion. The vampire cannot willingly approach or stay within 10 of garlic, or strongly presented
holy symbols of good deities.
Shadowless. The vampire doesnt have a shadow.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while it 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
Multi-attack. The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (vampire form). Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 8
(1d8+4) bludgeoning damage. Instead of dealing damage, The vampire can grapple the target (escape
DC 16)
Bite (bat or vampire form). Melee weapon attack: +8 to hit, reach 5 ft., one willing, grappled by
the vampire, incapacitated or restrained target. Hit: 7 (1d6+4) piercing damage plus 7 (2d6) 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 humanoid slain in this
way and then buried in the ground rises the following night as a vampire spawn under the vampire's
control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed
by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and
protected. Although the target isn't under the vampire's control, he or she takes the vampire's requests
or actions in the most favorable way possible, and is a willing target for the vampire's bite attack. Each
time the vampire or the vampire's companions do anything harmful to the target, he or she can repeat
the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until the
vampire is destroyed or takes a bonus action to end the effect.

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Vampire variants

Children of the night (1/day). The vampire magically calls 3 swarms of bats or rats, provided that
the sun isn't up. While outdoors, The vampire can call 2d6 wolves instead. The called creatures arrive
in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for
1 hour, until the vampire dies, or until it dismisses them as a bonus action.
Rapier (vampire form). Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4)
piercing damage.
Thrown dagger (vampire form). Ranged weapon attack: +8 to hit, ranged 20/60 ft., one target.
Hit: 9 (2d4+4) piercing damage.
Legendary Actions
The vampire can take 1 legendary action from the options below. The action can be used at the end of
another creatures turn. It regains its spent legendary action at the start of its turn.
Move. The vampire moves up to 30 without provoking attacks of opportunity as long as it doesnt
have grappled a target.
Attack. The vampire makes one unarmed strike or one weapon attack.
Bite. The vampire can make one bite attack against a grappled or willing target.

Savage Vampire
There is nothing noble or aristocratic with the rabid vampire. While it is not (necessarily) insane, this
vampire hides its coffin in the bottom of slimy wells, deep in ruins or in similar decrepit places. At
night, it goes out of its lair to hunt for blood and treasure, its gear stained with the gory remains of
previous feasts. This vampire isn't a fool but its change to undead predator changed its adherence to
civilization.

Savage vampire
Medium undead, Chaotic Evil
Armour Class 18 (natural armor, scale armor)
Hit Points 90 (12d8 +36)
Speed 30 ft.
Str 20 (+5) Dex 16 (+3) Con 16 (+3) Int 12 (+1) Wis 16 (+3) Cha 12 (+1)
Saving Throws Strength+8, Wis+6
Skills Intimidation+6, perception+6, stealth+6, survival+6
Damage Resistances necrotic; bludgeoning, piercing, and slashing from non magical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses Darkvision 120, passive Perception 16
Languages Common, orcish, giant
Challenge 8 (3900 xp)

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Vampire variants

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph
into 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. 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.
Action surge (recharges after a short rest). The vampire can take one extra action and one extra
bonus action this turn.
Legendary Resistance (1/day). If The vampire fails a saving throw, it can choose to succeed
instead.
Misty escape. When it drops to 0 hp 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 sunlight or
running water. If it can't transform, it is destroyed.
While it has 0 hp 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 hp. After spending 1 hour in its resting place with 0 hp, it regains 1
hp.
Regeneration. The vampire regains 15 hit points at the start of its turn if it has at least 1 hit point
and isn't in sunlight or running water. lf it takes radiant damage or damage from holy water, this trait
doesn't function at the start of its next turn.
Spider climb. The vampire can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.
Weaknesses. The vampire has the following weaknesses.
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.
Repulsion. The vampire cannot willingly approach or stay within 10 of garlic, or strongly presented
holy symbols of good deities.
Shadowless. The vampire doesnt have a shadow.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while it 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
Multi-attack. The vampire makes two attacks, only one of which can be a bite attack.

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Vampire variants

Unarmed Strike (vampire form). Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 10
(1d10+5) bludgeoning damage. Instead of dealing damage, The vampire can grapple the target (escape
DC 16)
Bite (bat or vampire form). Melee weapon attack: +8 to hit, reach 5 ft., one willing, grappled by
the vampire, incapacitated or restrained target. Hit: 8 (1d6+5) piercing damage plus 9 (2d8) 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 humanoid slain in this
way and then buried in the ground rises the following night as a vampire spawn under the vampire's
control.
Fear. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
vampire, the target must succeed on a DC 12 Wisdom saving throw against this magic or be frightened
by the vampire. The target can repeat the saving throw each turn, ending the effect on a success.
Children of the night (1/day). The vampire magically calls 1d4+1 swarms of bats or rats, provided
that the sun isn't up. While outdoors, The vampire can call 3d4 wolves instead. The called creatures
arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts
remain for 1 hour, until the vampire dies, or until it dismisses them as a bonus action.
Legendary Actions
The vampire can take 1 legendary action from the options below. The action can be used at the end of
another creatures turn. It regains its spent legendary action at the start of its turn.
Move. The vampire moves up to 30 without provoking attacks of opportunity as long as it doesnt
have grappled a target.
Attack. The vampire makes one unarmed strike.
Bite. The vampire can make one bite attack against a grappled or willing target.
Fear. The vampire can use its fear action.

Warrior Vampire
The vampire warrior is a creature of the night skilled in martial combat. Perhaps its the remnant of an
once proud and noble warrior that suffered a terrible fate at the hands of a more powerful vampire and
was turned to a monster or it could be a degenerate warlord that sought to prevent old age through the
curse of undeath.

Warrior vampire
Medium undead, Neutral Evil
Armour Class 18 (natural armor, breast plate)
Hit Points 102 (12d8 +48)

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Vampire variants

Speed 30 ft.
Str 20 (+5) Dex 15 (+2) Con 18 (+4) Int 14 (+2) Wis 15 (+2) Cha 14 (+2)
Saving Throws Strength+9, Wis+6
Skills Empathy+6, intimidation+6, perception+6, stealth+6
Damage Resistances necrotic; bludgeoning, piercing, and slashing from non magical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses Darkvision 120, passive Perception 16
Languages Common, dwarven, giant
Challenge 9 (5000 xp)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph
into 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. 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.
Action surge (recharges after a short rest). The vampire can take one extra action and one extra
bonus action this turn.
Legendary Resistance (1/day). If The vampire fails a saving throw, it can choose to succeed
instead.
Misty escape. When it drops to 0 hp 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 sunlight or
running water. If it can't transform, it is destroyed.
While it has 0 hp 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 hp. After spending 1 hour in its resting place with 0 hp, it regains 1
hp.
Regeneration. The vampire regains 15 hit points at the start of its turn if it has at least 1 hit point
and isn't in sunlight or running water. lf it takes radiant damage or damage from holy water, this trait
doesn't function at the start of its next turn.
Spider climb. The vampire can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.
Weaknesses. The vampire has the following weaknesses.
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.

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Vampire variants

Repulsion. The vampire cannot willingly approach or stay within 10 of garlic, or strongly presented
holy symbols of good deities.
Shadowless. The vampire doesnt have a shadow.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while it 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
Multi-attack. The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (vampire form). Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 9
(1d8+5) bludgeoning damage. Instead of dealing damage, The vampire can grapple the target (escape
DC 17)
Bite (bat or vampire form). Melee weapon attack: +9 to hit, reach 5 ft., one willing, grappled by
the vampire, incapacitated or restrained target. Hit: 8 (1d6+5) piercing damage plus 5 (2d4) 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 humanoid slain in this
way and then buried in the ground rises the following night as a vampire spawn under the vampire's
control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
vampire, the target must succeed on a DC 14 Wisdom saving throw against this magic or be charmed
by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and
protected as is a willing target for the vampire's bite attack.
The target can repeat the saving throw each turn, ending the effect on a success. Each time the
vampire or the vampire's companions do anything harmful to the target, he or she can repeat the
saving throw, ending the effect on a success. Otherwise, the effect lasts 1 minute or until the vampire is
destroyed or takes a bonus action to end the effect.
Children of the night (1/day). The vampire magically calls 3 swarms of bats or rats, provided that
the sun isn't up. While outdoors, The vampire can call 2d6 wolves instead. The called creatures arrive
in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for
1 hour, until the vampire dies, or until it dismisses them as a bonus action.
Greatsword (vampire form). Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 15
(3d6+5) slashing damage.
Legendary Actions
The vampire can take 1 legendary action from the options below. The action can be used at the end of
another creatures turn. It regains its spent legendary action at the start of its turn.
Move. The vampire moves up to 30 without provoking attacks of opportunity as long as it doesnt
have grappled a target.

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Vampire variants

Attack. The vampire makes one unarmed strike or one weapon attack.
Bite. The vampire can make one bite attack against a grappled or willing target.
Charm. The vampire can use its charm attack against a target within 5 feet from it that it can see.

Vampire mage
The vampire mage is a dangerous opponent that combines undead prowess with arcane aptitude.

Vampire mage
Medium undead, Neutral Evil
Armour Class 15 (natural armor)
Hit Points 75 (10d8 +30)
Speed 30 ft.
Str 16 (+3) Dex 16 (+3) Con 16 (+3) Int 18 (+4) Wis 15 (+2) Cha 14 (+2)
Saving Throws Int+8, Wis+6
Skills Empathy+6, intimidation+6, perception+6, stealth+6
Damage Resistances necrotic; bludgeoning, piercing, and slashing from non magical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses Darkvision 120, passive Perception 16
Languages Common, dwarven, giant
Challenge 11 (7200 xp)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph
into 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. 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.
Arcane recovery (recharges after a short rest). The vampire regains one spell slot of 3rd level
or less.
Legendary Resistance (1/day). If The vampire fails a saving throw, it can choose to succeed
instead.

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Vampire variants

10

Misty escape. When it drops to 0 hp 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 sunlight or
running water. If it can't transform, it is destroyed.
While it has 0 hp 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 hp. After spending 1 hour in its resting place with 0 hp, it regains 1
hp.
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 sunlight or running water. lf it takes radiant damage or damage from holy water, this trait
doesn't function at the start of its next turn.
Spider climb. The vampire can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.
Spellcasting. The vampire is a 10th lvl spellcaster. Its spellcasting ability is Intelligence (spell save
DC 16, +8 to hit with spell attacks). The vampire mage has the following wizard spells prepared:
cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost, shocking grasp
1st lvl (4 slots): detect magic, shield
2nd lvl (2 out of 3 slots): detect thoughts, invisibility, blur*
3rd lvl (3 slots): counterspell, dispel magic, fireball, stinking cloud
4th lvl (3 slots): confusion, dimension door, wall of fire
5th lvl (2 slots): cloudkill, scrying
*Spell active at the beginning of the encounter.
Weaknesses. The vampire has the following weaknesses.
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.
Repulsion. The vampire cannot willingly approach or stay within 10 of garlic, or strongly presented
holy symbols of good deities.
Shadowless. The vampire doesnt have a shadow.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while it 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
Multi-attack. The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (vampire form). Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7
(1d8+3) bludgeoning damage. Instead of dealing damage, The vampire can grapple the target (escape
DC 15)
Bite (bat or vampire form). Melee weapon attack: +8 to hit, reach 5 ft., one willing, grappled by
the vampire, incapacitated or restrained target. Hit: 6 (1d6+3) piercing damage plus 10 (3d6) necrotic

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Vampire variants

11

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 humanoid slain in this
way and then buried in the ground rises the following night as a vampire spawn under the vampire's
control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed
by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and
protected as is a willing target for the vampire's bite attack.
The target can repeat the saving throw each turn, ending the effect on a success. Each time the
vampire or the vampire's companions do anything harmful to the target, he or she can repeat the
saving throw, ending the effect on a success. Otherwise, the effect lasts 1 minute or until the vampire is
destroyed or takes a bonus action to end the effect.
Children of the night (1/day). The vampire magically calls 3 swarms of bats or rats, provided that
the sun isn't up. While outdoors, The vampire can call 2d6 wolves instead. The called creatures arrive
in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for
1 hour, until the vampire dies, or until it dismisses them as a bonus action.
Ray of frost. Magic ranged attack: +8 to hit, range 60 ft., one target. Hit: 9 (2d8) cold damage and
the target's speed is reduced by 10' until the start of the mage's next turn.
Legendary Actions
The vampire can take 1 legendary action from the options below. The action can be used at the end of
another creatures turn. It regains its spent legendary action at the start of its turn.
Move. The vampire moves up to 30 without provoking attacks of opportunity as long as it doesnt
have grappled a target.
Attack. The vampire makes one unarmed strike or one weapon attack.
Bite. The vampire can make one bite attack against a grappled or willing target.
Cantrip. The vampire can use one of its cantrips.

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Vampire variants

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