System	
  Reference	
   Document	
  5.1 	
   353	
  
saving	
  throws,	
  and	
  it	
  is	
  immune	
  to	
  all	
  nonmagical	
  
damage,	
  except	
  the	
  damag e	
  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	
  Sha pechanger	
  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	
  1	
  
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	
  invi tation	
  from	
  one	
  of	
  the	
  occupants. 	
  
	
   Harmed	
  by	
  Running	
  Water. 	
  The	
  vampire	
  takes	
  20	
  
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	
  Hypersensitivity. 	
  The	
  vampire	
  takes	
  20	
  
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	
  
two	
  attacks,	
  only	
  one	
  of	
  which	
  can	
  be	
  a	
  bite	
  attack. 	
  
Unarmed	
  Strike	
  (Vampire	
  Form	
  Only).	
   Melee	
  Weapon	
  
Attack:	
  +9	
  to	
  hit,	
  reach	
  5	
  ft.,	
  one	
  creature.	
   Hit:	
  8	
  (1d8	
  +	
  
4) bludgeoning	
  damage.	
  Instead	
  of	
  dealing	
  damage,
the	
  vampire	
  can	
  grapple	
  the	
  target	
  (escape	
  DC	
  18).
Bite	
  (Bat	
  or	
  Vampire	
  Form	
  Only). 	
  Melee	
  Weapon	
  
Attack:	
  +9	
  to	
  hit,	
  reach	
  5	
  ft.,	
  one	
  willing	
  creature,	
  or	
  a	
  
creature	
  that	
  is	
  grappled	
  by	
  the	
  vampire,	
  incapacitated,	
  
or	
  restrained.	
  Hit:	
  7	
  (1d6	
  +	
  4)	
  piercing	
  damage	
  plus	
  10	
  
(3d6)	
  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	
  and	
  
then	
  buried	
  in	
  the	
  ground	
  rises	
  the	
  following	
  night	
  as	
  a	
  
vampire	
  spawn	
  under	
  the	
  vampire’s	
  control. 	
  
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	
  17	
  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	
  tar get	
  
isn’t	
  under	
  the	
  vampire’s	
  control,	
  it	
  takes	
  the	
  vampire’s	
  
requests	
  or	
  actions	
  in	
  the	
  most	
  favorable	
  way	
  it	
  can,	
  
and	
  it	
  is	
  a	
  willing	
  target	
  for	
  the	
  vampire’s	
  bite	
  attack. 	
  
	
   Each	
  time	
  the	
  vampire	
  or	
  the	
  vampire’s	
  companions	
  
do	
  anything	
  harmful	
  to	
  the	
  targ et,	
  it	
  can	
  repeat	
  the	
  
saving	
  throw,	
  ending	
  the	
  effect	
  on	
  itself	
  on	
  a	
  success.	
  
Otherwise,	
  the	
  effect	
  lasts	
  24	
  hours	
  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.	
  
Children	
  of	
  the	
  Night	
  (1/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	
  in	
  1d4	
  
rounds,	
  acting	
  as	
  allies	
  of	
  the	
  vampire	
  and	
  obeying	
  it s	
  
spoken	
  commands.	
  The	
  beasts	
  remain	
  for	
  1	
  hour,	
  until	
  
the	
  vampire	
  dies,	
  or	
  until	
  the	
  vampire	
  dismisses	
  them	
  
as	
  a	
  bonus	
  action. 	
  
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	
  u narmed	
  
strike.	
  
Bite	
  (Costs	
  2	
  Actions). 	
  The	
  vampire	
  makes	
  one	
  bite	
  
attack.	
  