Master Vampire

An ancient, undead creature that survives by drinking the blood of others, and can cast spells with their blood.

Hit Dice 10d10** (55 hp)
Armor Class 20
Movement 40’ any direction
Attacks 1 (+8) @ energy drain (touch, 1d6+4) or charming gaze
Alignment Chaotic
Save 6 (10)
Morale 12
  • Typically found in ruins, tombs, and deserted areas.
  • Immune to damage from non-magical weapons.
  • Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.
  • At 0 hp, changes into cloud of mist and flees to coffin.
    • Mist must return to coffin within 12 turns or it dissipates (and is destroyed).
    • If also reduced to 0 HD, instead turns to cloud of dust and is destroyed immediately.

Regeneration

  • Regenerates 3 hit points at the start of each round until destroyed.
    • Cannot regenerate beyond current HD maximum.
  • Regenerates 1 HD (along with an equivalent number of hit points) for each long rest in a coffin.
  • Regeneration doesn’t work when:
    • Heart is punctured by a stake or silver blade,
    • Head is missing, or
    • Body is completely submerged in water.

Bestial Minions

Can summon creatures from the surrounding area.

Charming Gaze

Target in sight must Save vs Spells at -2 to resist charm.

  • A charmed creature:
    • must move towards the vampire (resisting anyone who tries to prevent it),
    • must defend the vampire,
    • must obey the vampire’s commands (as long as they are understood),
    • can’t cast spells or use magic items,
    • is unable to harm the vampire.
  • Charm breaks when the vampire dies.

Energy Drain

Damage inflicted by this attack reduces the target’s maximum HP.

  • A humanoid killed by this ability becomes a vampire in 3 days.
  • The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.

Shapeshift

Can change into other forms at will.

  • Each change takes 1 round.
  • Can take humanoid form, or form listed below.
  • Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.

Dire Wolf

Hit Dice 7** (31 hp)
Armor Class 17
Movement 50’
Attacks 1 (+6) @ bite (2d4)
Saving Throws D8 W9 P10 B10 S12 (7)
Morale 11

Giant Bat

Hit Dice 7** (31 hp)
Armor Class 17
Movement 10’ / 60’ flying
Attacks 1 (+6) @ bite (1d4)
Saving Throws D8 W9 P10 B10 S12 (7)
Morale 11

Cloud of Mist

Hit Dice 7** (31 hp)
Armor Class 17
Movement 60’ flying
Attacks None
Saving Throws D8 W9 P10 B10 S12 (7)
Morale 11
  • Immune to all weapons while in this form.
  • Unable to attack while in this form.

Undead

  • Make no sounds before attacking.
  • Immune to poison and other effects that only affect living creatures.
  • Immune to mind reading / altering spells and spell-like effects, (ex: charm, fear, hold, sleep).

Weaknesses

  • Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
    • Cannot rest in a blessed coffin.
  • Repelled by odor of garlic, must Save each round to attack while nearby.
  • Unable to come within 10’ of a wielded holy symbol.
    • May attack wielder from another angle, if possible.
  • Unable to cross running water except via a bridge or while carried inside coffin.
  • Unable to enter a private residence without being invited.
  • Does not cast a reflection or shadow.
    • Tends to avoid mirrors.
  • Partly blinded by light from Continual Light spell (disadvantage on attack).
  • Burned by holy water (1d6+1 damage per vial).
  • Loses 1 hp per round and cannot regenerate while completely submerged in water.
    • Destroyed if reduced to 0 hp while submerged.
  • While exposed to direct sunlight, must Save at the beginning of each round or lose 2 HD (along with an equivalent number of hit points) and become frightened of the sun.
    • If unable to move, no saving throw can be made, damage is automatic.
    • Partly blinded while in sunlight (disadvantage on attack).
  • If heart is punctured by a wooden stake, loses 8 HD (along with an equivalent number of hit points).
    • If stake is removed, damage is recovered as above.
  • If heart is punctured by a silver blade, loses 1 HD per round while blade remains (along with an equivalent number of hit points).
    • If silver blade is removed, damage is recovered as above.
  • If head is removed, loses 7 HD (along with an equivalent number of hit points).
    • If decapitated head is replaced, reattaches during long rest in coffin.
    • Once head is reattached, subsequent long rests in coffin can recover damage as above.
    • If decapitated head is stuffed with garlic, loses additional 1 HD.
    • Head cannot be re-attached while stuffed with garlic.
  • If buried face-down at a crossroads, any HD and hit point loss is doubled.
  • While head is missing and/or heart is punctured by a stake or silver blade:
    • Cannot regenerate, and
    • Must Save at the beginning of each round or be stunned until the end of the round.

Spellcasting

  • Can cast any known spell by shedding blood (1 hp / spell level).
  • Carries a spell book (or equivalent) with known spells in it.

Known Spells