Grand Vampire (5e Creature)

Grand Vampire

Large undead, lawful evil


Armor Class 17 (natural armor)
Hit Points 190 (20d8 + 100)
Speed 60 ft., fly 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 19 (+4) 17 (+3) 20 (+5)

Saving Throws Dex +11, Wis +8, Cha +11
Skills Perception +9, Stealth +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic
Condition Immunities exhaustion
Senses darkvision 120 ft., passive Perception 18
Languages the languages it knew in life
Challenge 20 (25000 XP)


Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat, a Large cloud of mist, a Large or smaller humanoid, or back into its true form. While in bat form, the vampire can still 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, and 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 (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. 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 it can't transform, it is destroyed. 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. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending an hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. 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. 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.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 5 acid damage if it ends its turn in running water.
Stake to the Heart. 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.
Sunlight Sensitivity. The vampire takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack (Vampire Form Only). The vampire makes four attacks, only one of which can be a bite attack, violent slam, or vital throw. The vampire can use up to two of its attacks to grapple targets.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. The vampire can deal half damage to grapple its target (escape DC 20). The vampire can keep up to two targets grappled at once, but the escape DC lowers to 16 because of having to use on arm on each. If one target escapes while another is still grappled, the escape DC returns to 20 for the second target.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) 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 rises the following night as a vampire spawn under the vampire's control.

Violent Slam (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., all currently grappled targets. Hit: 11 (1d12 + 5) bludgeoning damage, and the target(s) must make a DC 20 Strength saving throw or be knocked prone. If two targets are grappled, the DC is 16 instead.

Vital Throw (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5ft., one grappled target. Hit: 11 (1d12 + 5) bludgeoning damage and the target must succeed on a DC 20 Strength saving throw or be thrown up to 30 feet away in any direction the vampire chooses. Additional damage can occur depending on where and how the target lands.

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 19 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, it takes the vampire's requests or actions in the most favorable way it can, 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, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts indefinitely or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. If the vampire charms more than one humanoid, the charm effect ends 24 hours after the second charm occurs on both the charmed targets if it hasn't already. If the vampire charms more than two humanoids, any beyond the first two have the charm effect end on them 24 hours after it is created if it hasn't already.

Children of the Night (2/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive within 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 the vampire dismisses them as a bonus action. The vampire can instead call one swarm or wolf, with the beasts remaining with the vampire indefinitely until dismissed. The vampire can only keep one swarm or wolf permanently this way, but can still summon others temporarily.

REACTIONS

Poise. The vampire uses its reaction to avoid damage from a melee or ranged weapon attack.

LEGENDARY ACTIONS

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Violent Slam (Costs 2 Actions). The vampire makes one violent slam attack.
Vital Throw (Costs 2 Actions). The vampire makes one vital throw attack.
Legendary Initiative (Costs 3 Actions). The vampire takes an extra turn. It does not regain legendary actions on this turn, and does not change its initiative for its normal turn. During this turn, the vampire does not provoke opportunity attacks. Once the vampire has used this legendary action three times, it cannot use this legendary action again until the vampire finishes a long rest.

Sometimes the bad guys win. Sometimes they live so long, they forget who they were before, and what they're even fighting for. Sometimes their humanity withers out entirely, leaving only a pathetic husk. Pray to all the gods you never meet that thing, that it that was once a man.
—Taffy Rightwing warning Kell Swingheart to never return to Arborea.

Grand vampires are those that succeed in all their plans, stay unopposed by adventurers, and live long enough for their curse to be more than the rest of their body, mind, and soul combined. This overwhelming force twists their body into a much taller and thinner shape, and grows a thin coat of jet black fur over their skin, making them barely even recognizable compared to the person they were. While normal full-fledged vampires might have occasional moments of clarity for the person they once were, having mercy on a child because it reminded the vampire of what it used to be, a grand vampire has no such tolerance for weakness. It fully accepts what it is, and can't be brought back to previous memories or lives it once lived. Many wear masks to avoid the association with their past selves, becoming totally unrecognizable. More viciously, it's vampiric instincts to outsmart foes are sharper than ever. If you meet one, don't even annoy it. Don't even breathe in its direction just in case. You'll definitely regret it.


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