Vampire (Creature)

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Evolved from the vicious m’l’ykkri of Ancerra, born from Lilith’s vile machinations, or synthesized under Dracula’s insistence in Frankenstein’s laboratory, vampires come in many varieties, but are united in their power, ferocity, and malice. They possess myriad powers from summoning mist and nocturnal animals to charming their adversaries to climbing on walls. Vampires drink humanoid blood and must do so with some regularity in order to maintain their greatest level of power. This often leads them to try taking over some town or city so that they have easy access to their lifeblood.

Ancerran, Croftian, and Draculean vampires each have different strengths and weaknesses. Ancerran vampires tend to possess a bestial cunning, but are vulnerable to running water. Croftian vampires are especially skilled at commanding fiends, but they are vulnerable to silver. Draculean vampires, however, are objectively the strongest of the three, as Dracula’s synthesized form of Vampirism deliberately stripped away the impurities of Ancerran Vampirism, resulting in a pure, powerful strain.

Vampires are incredibly difficult to truly kill. When a vampire dies at night, its body dissolves into mist and floats back to its ancestral soil. If it reaches its soil before dawn, then it solidifies back into its vampiric form and returns to its semblance of life fully revived at dusk the following evening. Killing a vampire during the day prevents the vampire from turning into mist and returning to its ancestral soil until nightfall, which makes permanently killing it significantly easier.

Aside from possessing formidable battlefield prowess, vampires are also very charismatic and madly driven by their own goals. Many vampires are motivated by political influence and want to control as large of an area as possible, but some may have different motivations.

CC Vampire Stat Block

Inasmuch as a “standard” vampire exists, this stat block represents such a creature.

Vampire

Monster Level: 21
Medium. Undead Humanoid Shapechanger
STR DEX END AWR INT CHA
4 6 2 4 3 6
Ref: 16 Fort: 12 Ant: 14 Log: 13 Will: 16
Armor Rating 16 Resist Occult 5 Immune Necrotic
Hit Points 230 Vulnerable Radiant 2 DR 5/Silvered or Magical Weapons
Speed 30 ft, Climb 30 ft Senses Darkvision 300 ft
Traits Iron Will, Steel Mind, Regen 2
Features
Forbiddance. The Vampire must observe certain restrictions:
  • The Vampire cannot enter a private residence without a written or verbal invitation.
  • If the Vampire starts its turn in direct sunlight, it takes 22 (4d10) radiant damage.
  • If the Vampire starts its turn in running water, it takes 5 (1d10) radiant damage.
  • If the Vampire takes radiant damage, it loses its Regen ability for 30 seconds.
  • If the Vampire consumes garlic or uses Blood Drain on a creature that ate garlic within the last 8 hours, it takes 5 (1d10) toxic damage and is Sickened for 30 seconds.

Crimson Thirst. Vampires do not need to eat or drink, but for every 3 days they do not use Blood Drain, they lose 20 current and maximum HP. After using Blood Drain at least once per day for a week, their current and maximum HP reset to normal.

Shadowy. If the Vampire moves and does not enter bright light during its movement, it cannot be attacked reactively.

Vampiric Curse. Any living humanoid who takes damage from Blood Drain three times within 24 hours becomes infected with Vampirism.

Unholy Resurrection. If the Vampire dies at nighttime, it turns into a fine mist and floats back to its coffin at a rate of 60 ft on each of its turns. If it does not reach its coffin by dawn, then it dies permanently. If it reaches its coffin before dawn, then it solidifies back into its vampiric form but is still dead. It reawakens at full health at dusk that evening. A Vampire that dies during the daytime turns into mist in this way at dusk the following evening, where it then tries to return to its coffin. When a Vampire is dead and in solid form, it can be staked through the heart and its head cut off and burned to permanently kill it.

Actions

The Vampire can take FIVE of the following actions, or take the same action five times.

Move. The Vampire can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 10 (1d8+6) sharp.

Charm. Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Charmed by the Vampire until the start of the Vampire’s next turn.

Shapechanger (3/Rest). The Vampire assumes the form of a Swarm of Bats, a Vampiric Mist, or an Alpha Wolf. It retains its HP and AR but otherwise uses the relevant creature’s stats. The vampire may return to its normal form by spending one action.

OR the Vampire can take THREE of the following actions, or take the same action three times...

Move. The Vampire can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 10 (1d8+6) sharp.

Charm. Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Charmed by the Vampire until the start of the Vampire’s next turn.

Shapechanger (3/Rest). The Vampire assumes the form of a Swarm of Bats, a Vampiric Mist, or an Alpha Wolf. It retains its HP and AR but otherwise uses the relevant creature’s stats. The vampire may return to its normal form by spending one action.

...AND take ONE of the following actions.

Blood Drain. This attack automatically hits targets Charmed or Enthralled by the Vampire. Reach 5 ft Natural Weapon. +4 vs ANT. Hit: 15 (2d10+4) necrotic, and the Vampire regains HP equal to the damage it dealt.

Enthrall (1/Recoup). Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Enthralled by the Vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 16 CHA check; on a success, it ends the Enthralled condition. A creature that was Enthralled by the Vampire and is no longer Enthralled, is Immune to this attack and the Vampire’s Charm attack for the next 24 hours.

Frighten (Recharge 6). 20 ft Radius Natural Weapon. +6 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.

Creatures of the Night (1/Recoup). The vampire summons 2 (1d4) Wolves and 1 (1d2) Swarm of Bats. These creatures are friendly towards the Vampire, obey its mental commands, and take their turn immediately after it in Initiative.

OR the Vampire can MOVE and take TWO of the following actions, or take the same action twice.

Blood Drain. This attack automatically hits targets Charmed or Enthralled by the Vampire. Reach 5 ft Natural Weapon. +4 vs ANT. Hit: 15 (2d10+4) necrotic, and the Vampire regains HP equal to the damage it dealt.

Enthrall (1/Recoup). Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Enthralled by the Vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 16 CHA check; on a success, it ends the Enthralled condition. A creature that was Enthralled by the Vampire and is no longer Enthralled, is Immune to this attack and the Vampire’s Charm attack for the next 24 hours.

Frighten (Recharge 6). 20 ft Radius Natural Weapon. +6 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.

Creatures of the Night (1/Recoup). The vampire summons 2 (1d4) Wolves and 1 (1d2) Swarm of Bats. These creatures are friendly towards the Vampire, obey its mental commands, and take their turn immediately after it in Initiative.

Reactions
Contest Spell (1/Round; 3/Rest). The Vampire can innately cast the Contest Spell arcane spell, as though using 20 SP.

VotEN Vampire Stat Block

Vampire

Monster Level: 21
Medium. Undead Humanoid Shapechanger
STR DEX END AWR INT CHA
4 6 2 4 3 6
Ref: 16 Fort: 12 Ant: 14 Log: 13 Will: 16
Armor Rating 16 Resist Occult 5 Immune Necrotic
Hit Points 230 Vulnerable Radiant 2 DR 5/Silvered or Magical Weapons
Speed 30 ft, Climb 30 ft Senses Darkvision 300 ft
Traits Iron Will, Steel Mind, Regen 2
Features
Vampirism. The Vampire follows the Ancerran, Croftian, or Draculean vampire template.
Actions
On each of the Vampire’s turns, it may take one of the following sets of actions.
  • Take five Tier 1 actions.
  • Take three Tier 1 actions and one Tier 2 action.
  • Move and take two Tier 2 actions.
Tier 1 Actions
Move. The Vampire can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 10 (1d8+6) sharp.

Charm. Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Charmed by the Vampire until the start of the Vampire’s next turn.

Shapechanger (3/Rest). The Vampire assumes the form of a Swarm of Bats, a Vampiric Mist, or an Alpha Wolf. It retains its HP and AR but otherwise uses the relevant creature’s stats. The Vampire may return to its normal form by spending one action.

Tier 2 Actions
Blood Drain. This attack automatically hits targets Charmed or Enthralled by the Vampire. Reach 5 ft Natural Weapon. +4 vs ANT. Hit: 15 (2d10+4) necrotic, and the Vampire regains HP equal to the damage it dealt.

Enthrall (1/Recoup). Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Enthralled by the Vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 16 CHA check; on a success, it ends the Enthralled condition. A creature that was Enthralled by the Vampire and is no longer Enthralled is Immune to this attack and the Vampire’s Charm attack for the next 24 hours.

Frighten (Recharge 6). 20 ft Radius Natural Weapon. +6 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.

Creatures of the Night (1/Recoup). The vampire summons 2 (1d4) Wolves and 1 (1d2) Swarm of Bats. These creatures are friendly towards the Vampire, obey its mental commands, and take their turn immediately after it in Initiative.

Reactions
Contest Spell (1/Round; 3/Rest). The Vampire can innately cast the Contest Spell arcane spell, as though using 20 SP.