

If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The vampire targets one humanoid it can see within 30 feet of it. 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.Ĭharm. The target dies if this effect reduces its hit point maximum to 0. The reduction lasts until the target finishes a long rest. 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 DARK CRYPT MAP DND PLUS
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Instead of dealing damage, the vampire can grapple the target (escape DC 18).īite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. The vampire makes two attacks, only one of which can be a bite attack. While in sunlight, it has disadvantage on attack rolls and ability checks.

The vampire takes 20 radiant damage when it starts its turn in sunlight. 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. The vampire takes 20 acid damage if it ends its turn in running water. The vampire can’t enter a residence without an invitation from one of the occupants. The vampire has the following flaws:įorbiddance. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 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. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. It is then paralyzed until it regains at least 1 hit point.

Once in its resting place, it reverts to its vampire form. While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. 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 sunlight or running water. If the vampire fails a saving throw, it can choose to succeed instead. 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. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. Anything it is wearing transforms with it, but nothing it is carrying does. Its statistics, other than its size and speed, are unchanged. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. 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. Monstrous Compendium Vol 3: Minecraft Creatures
