Vampires

Vampire Familiar
- Size: Medium or Small
- Type: Humanoid
- Alignment: Neutral Evil
- AC: 15
- Initiative: +5 (15)
- HP: 65 (10d8 + 20)
- Speed: 30 ft, Climb 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 16 | +3 | +5 |
| CON | 15 | +2 | +2 |
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +2 |
| CHA | 14 | +2 | +2 |
- Skills: Perception +4, Persuasion +4, Stealth +7
- Resistances: Necrotic
- Immunities: Charmed (except from its vampire master)
- Gear: Daggers (10)
- Senses: Darkvision 60 ft.; Passive Perception 14
- Languages: Common plus one other language
- CR: 3 (XP 700; PB +2)
Traits
Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar's senses.
Actions
Multiattack. The familiar makes two Umbral Dagger attacks.
Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.
Bonus Actions
Deathless Agility. The familiar takes the Dash or Disengage action.
Vampire Spawn
- Size: Medium or Small
- Type: Undead
- Alignment: Neutral Evil
- AC: 16
- Initiative: +3 (13)
- HP: 90 (12d8 + 36)
- Speed: 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 16 | +3 | +6 |
| CON | 16 | +3 | +3 |
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +3 |
| CHA | 12 | +1 | +1 |
- Skills: Perception +3, Stealth +6
- Resistances: Necrotic
- Senses: Darkvision 60 ft.; Passive Perception 13
- Languages: Common plus one other language
- CR: 5 (XP 1,800; PB +3)
Traits
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two Claw attacks and uses Bite.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.
Vampire
- Size: Medium or Small
- Type: Undead
- Alignment: Neutral Evil
- AC: 17
- Initiative: +13 (23)
- HP: 150 (20d8 + 60)
- Speed: 40 ft, Climb 40 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 18 | +4 | +9 |
| CON | 18 | +4 | +9 |
| INT | 17 | +3 | +3 |
| WIS | 15 | +2 | +7 |
| CHA | 18 | +4 | +9 |
- Skills: Perception +7, Stealth +9
- Resistances: Necrotic
- Senses: Darkvision 120 ft.; Passive Perception 17
- Languages: Common plus two other languages
- CR: 13 (XP 10,000, or 11,500 in lair; PB +5)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if 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 two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.
Bonus Actions
Charm (Recharge 5-6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.
Shape-Shift. If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft, Fly Speed 30 ft) or a Medium cloud of mist (Speed 5 ft, Fly Speed 20 ft [hover]), or it returns to its vampire form. Anything it is wearing transforms with it. While in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can't take this action again until the start of its next turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.
Lore & Background
Vampires are undead creatures cursed with eternal unlife, driven by an insatiable thirst for blood and a desire to dominate the living. These former mortals have been transformed through dark magic or the bite of another vampire, trading their humanity for supernatural power and immortality. Vampires retain their intelligence and memories from life, but their personalities become twisted by their undead nature and constant hunger for blood.
Living in hidden lairs protected from sunlight, vampires often establish themselves as secret rulers of mortal communities, using charm magic and political manipulation to control entire populations. They create networks of vampire spawn and mortal servants to do their bidding during daylight hours, building power bases that can last for centuries. Their eternal existence allows them to pursue long-term schemes that mortals could never accomplish.
Combat Tactics
Vampires are cunning combatants who prefer to use their supernatural abilities and minions rather than engaging in direct combat. They employ charm magic to turn enemies against each other while using their shapeshifting abilities to control engagement terms. Their legendary actions and resistance make them formidable opponents who can maintain pressure throughout extended battles.
In combat, vampires prioritize charming the most dangerous opponents while using their mobility to stay out of reach of melee attackers. They rely on vampire spawn and dominated mortals to provide distractions while they position themselves for decisive strikes. Their regeneration and mist form escape make them extremely difficult to permanently defeat without proper preparation.
Encounter Ideas
1. The Secret Master A vampire has secretly controlled a town for decades, using charm magic and political influence to rule from the shadows. The party discovers this hidden dominion and must expose the vampire while protecting the innocent townsfolk who serve unknowingly.
2. The Ancient Bloodline An ancient vampire seeks to create a dynasty of vampire spawn from a specific noble family, believing their bloodline grants special powers. The party becomes involved when they try to protect the targeted family members from supernatural corruption.
3. The Sunlight Siege A vampire trapped in their lair during daylight hours becomes desperate as holy warriors prepare to assault the stronghold. The party must navigate this conflict while dealing with the vampire's increasing desperation and the zealous attackers.
4. The Redemption Quest A vampire claims to seek redemption for their undead existence, asking for help in finding a cure for vampirism. The party must determine whether this desire is genuine or simply another manipulation while protecting themselves from the vampire's influence.
Environmental Effects
- Undead Dominion: Areas under vampire control become tainted with negative energy, affecting plant and animal life
- Mortal Servants: Charmed and dominated mortals serve the vampire's will, creating networks of unwitting accomplices
- Shadow Influence: The vampire's presence causes shadows to deepen and extend, providing additional concealment
- Blood Scent: The vampire's feeding activities leave lingering traces that attract other undead and supernatural predators
Treasure
- Noble Regalia (2000-10000 gp): Finery and jewelry accumulated over centuries of existence
- Ancient Artifacts (varies): Items collected from different historical periods, some with unique properties
- Blood Ruby (5000-20000 gp): Gemstones that store life force and can sustain vampires during emergencies
- Domination Items (varies): Magical objects that enhance charm and control abilities
- Historical Documents (varies): Letters, contracts, and records spanning decades or centuries of vampire activity
Plot Hooks
1. The Dying Vampire A vampire's immortality begins failing due to a curse or magical interference, causing them to age rapidly and face true death. The party becomes involved when the vampire seeks their help or when enemies try to exploit this vulnerability.
2. The Vampire War Ancient vampires clash over territory or ideology, threatening to expose their existence to the mortal world. The party must navigate this supernatural conflict while protecting innocent bystanders from becoming collateral damage.
3. The Blood Plague A vampire's bite creates a supernatural disease that spreads through communities, threatening to create an army of undead. The party must find the source of this plague while developing countermeasures to prevent its spread.
4. The Inherited Castle The party inherits or purchases property that unknowingly contains a vampire's resting place. They must deal with the undead inhabitant while deciding whether to destroy, relocate, or negotiate with the creature.