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.
- Takes 1 round to activate.
- Can summon the following types and quantities of animals:
- 1d10 x 10 rats,
- 5d4 giant rats,
- 1d10 x 10 bats,
- 3d6 giant bats,
- 3d6 wolves, or
- 2d4 dire wolves.
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
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First level:
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Second level:
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Third level:
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Fourth level:
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Fifth level
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Sixth level