5e:Vampire Spellcaster: Difference between revisions

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<div class="bctop">{{backto|{{5ed|Vampire}}}}</div>
<div class="bctop">{{backto|{{5ed|Vampire}}}}</div>
<div class="notice"></div>
<div class="notice"></div>
<div class="badge">{{5epointer|Monster Manual (5e)}}</div>
<div class="badge">{{5evaried|canon=true|sources=SRD5, MM5}}</div>
<div class="gi-main">
<div class="gi-main">
{{5e Monster Pointer
[[File:Burne-Jones-le-Vampire.jpg|thumb|200px|right|Vampire<br />By Philip Burne-Jones [Public domain], via Wikimedia Commons<br />''Image is not part of the SRD'']]
|name=Vampire Spellcaster <!--Creature Name-->
{{5e Monster
|sorttext=Vampire Spellcaster <!--Usually blank, category sort-->
|name=Vampire Spellcaster
|pub=Monster Manual (5e) <!--Publication name-->
|sorttext=Vampire Spellcaster
|size=Medium <!--Medium, Large, etc.-->
|refs=<ref name="srd5var">Stat block is identical to the {{SRD5|Vampire}} except where noted: CR is changed; {{iplink|Spellcasting}} trait added. Otherwise - {{Cite Pub|SRD-OGL v5.1}}.</ref> <ref name="mm5.297.298">{{Cite Pub|Monster Manual (5e)|pages=297-298}} Licensed: &copy; Wizards of the Coast.</ref> <ref name="dmg5hab">habitat - {{pub|Dungeon Master's Guide (5e)}} p.302-305</ref> <ref name="rlyhab">habitat (Shadowfell, Underdark, Underground) - (unofficial) [[user:Rlyehable]]</ref>
|type=Undead <!--Dragon, Humanoid, Outsider, Swarm, etc.-->
|size=Medium  
|swarm= <!--if swarm, enter size of individual creature of the swarm-->
|type=Undead  
|subtype=Vampire <!--Elf, Goblinoid, etc.-->
|swarm= <!--If swarm, size of individual creature in swarm-->
|align=Lawful Evil <!--Lawful Good, Chaotic Evil-->
|subtype=Shapechanger, Vampire, Wizard
|hp=144<!--Hit Points-->
|align=Lawful Evil
|ac=16
|acfluff=natural armor
|hp=144
|hd=17d8+68
|speed=30 ft.
|str=18
|dex=18
|con=18
|int=17
|wis=15
|cha=18
|saves={{5eDex}} +9, {{5eWis}} +7, {{5eCha}} +9
|skills={{SRD5|Perception}} +7, {{SRD5|Stealth}} +9
|damagevulnerabilities= <!--bludgeoning, slashing, piercing-->
|damageresistances={{srd5lc|Necrotic}}; {{srd5lc|Bludgeoning}}, {{srd5lc|Piercing}} and {{srd5lc|Slashing}} from nonmagical attacks
|damageimmunity= <!--damage type; fire, radiant-->
|conditionimmunity=
|senses={{srd5lc|Darkvision}} 120 ft.
|perception=17 <!--Passive-->
|languages=the languages it knew in life
|habitat=Shadowfell, Underdark, Underground, Urban 
|plane=Shadowfell, Underdark
|cr=15 <!--Challenge Rating-->
|cr=15 <!--Challenge Rating-->
|xp= <!--Experience points for destroying-->
|xp= <!--Experience points for destroying-->
|desc=Vampire that was a warrior in its life <!--UNOFFICIAL/UNPLAGIARIZED description of the monster-->
|canon=true
|feature1=Shapechanger<!--monster feature names up to 10-->
|summary=Some vampires are practitioners of the arcane arts.
 
|feature1=Shapechanger
|flimit1=
|fdesc1=If the vampire isn’t in {{srd5lc|Sunlight}} or running water, it can use its {{srd5lc|Action}} to {{srd5lc|Polymorph}} into a {{SRD5|Tiny}} {{SRD5|Bat}} or a {{SRD5|Medium}} cloud of mist, or back into its true form.
 
While in bat form, the vampire can’t speak, its walking {{srd5lc|Speed}} is 5 feet, and it has a [[SRD5:Fly|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 {{srd5lc|Advantage}} on {{SRD5|Strength}}, {{SRD5|Dexterity}}, and {{SRD5|Constitution}} {{srd5lc|Saving Throw}}s, and it is {{srd5lc|Immune}} to all nonmagical damage, except the damage it takes from sunlight.
 
|feature2=Legendary Resistance
|feature2=Legendary Resistance
|flimit2=3/Day
|fdesc2=If the vampire fails a saving throw, it can choose to succeed instead.
|feature3=Misty Escape
|feature3=Misty Escape
|flimit3=
|fdesc3=When it drops to 0 {{srd5lc|Hit Point}}s outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {{srd5lc|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 {{srd5lc|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.
|feature4=Regeneration
|feature4=Regeneration
|flimit4=
|fdesc4=The vampire regains 20 hit points at the start of its {{srd5lc|Turn}} if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes {{srd5lc|Radiant}} damage or damage from {{srd5lc|Holy Water}}, this trait doesn’t function at the start of the vampire’s next turn.
|feature5=Spellcasting
|feature5=Spellcasting
|flimit5={{SRD5|Intelligence}}, {{SRD5|Wizard}}
|fdesc5=
|feature6=Spider Climb
|feature6=Spider Climb
|flimit6=
|fdesc6=The vampire can climb [[SRD5:Difficult Terrain|difficult surfaces]], including upside down on ceilings, without needing to make an {{srd5lc|Ability Check}}.
|feature7=Vampire Weakness
|feature7=Vampire Weakness
|flimit7=
|fdesc7=The vampire has the following flaws: <br />
:'''''Forbiddance.''''' The vampire can’t enter a residence without an invitation from one of the occupants.<br />
:'''''Harmed by Running Water.''''' The vampire takes 20 {{srd5lc|Acid}} damage if it ends its turn in running water. <br />
:'''''Stake to the Heart.''''' If a {{srd5lc|Piercing}} weapon made of wood is driven into the vampire’s heart while the vampire is {{srd5lc|Incapacitated}} in its resting place, the vampire is paralyzed until the stake is removed. <br />
:'''''Sunlight Hypersensitivity.''''' The vampire takes 20 {{srd5lc|Radiant}} damage when it starts its turn in sunlight. While in sunlight, it has {{srd5lc|Disadvantage}} on {{srd5lc|Attack Roll}}s and {{srd5lc|Ability Check}}s.
|action1=Multiattack
|action1=Multiattack
|alimit1=Vampire Form Only
|adesc1=The vampire makes two attacks, only one of which can be a bite attack.
|action2=Unarmed Strike
|action2=Unarmed Strike
|alimit2=Vampire Form Only
|adesc2=''{{SRD5|Melee Weapon Attack}}:'' +9 to hit, reach 5 ft., one creature. ''Hit:'' 8 (1d8+4) {{srd5lc|Bludgeoning}} damage. Instead of dealing damage, the vampire can {{srd5lc|Grapple}} the target (escape {{SRD5|DC}} 18).
|action3=Bite
|action3=Bite
|alimit3=Bat or Vampire Form Only
|adesc3=''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or {{srd5lc|Restrained}}. ''Hit:'' 7 (1d6+4) {{srd5lc|Piercing}} damage plus 10 (3d6) {{srd5lc|Necrotic}} damage. The target’s {{srd5lc|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 {{srd5lc|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 {{srd5lc|Vampire Spawn}} under the vampire’s control.
|action4=Charm
|action4=Charm
|alimit4=
|adesc4=The vampire targets one {{srd5lc|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 {{srd5lc|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 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 target, 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 {{srd5lc|Plane of Existence}} than the target, or takes a {{srd5lc|Bonus Action}} to end the effect.
|action5=Children of the Night
|action5=Children of the Night
|reaction1=<!--action names up to 5-->
|alimit5=1/Day
|adesc5=The vampire magically calls 2d4 [[SRD5:Swarm of Bats|swarms of bats]] or [[SRD5:Swarm of Rats|rats]], provided that the sun isn’t up. While outdoors, the vampire can call 3d6 {{srd5lc|Wolf|wolves}} instead. The called creatures arrive in 1d4 {{srd5lc|Round}}s, 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.
 
|legend1=Move
|legend1=Move
|lgdlimit1=
|lgddesc1=The vampire moves up to its speed without provoking {{srd5lc|Opportunity Attack}}s.
|legend2=Unarmed Strike
|legend2=Unarmed Strike
|lgdlimit2=
|lgddesc2=The vampire makes one unarmed strike.
|legend3=Bite
|legend3=Bite
|haslair=true<!--blank, true if has lair-->
|lgdlimit3=
|lgddesc3=The vampire makes one bite attack.
 
|haslair=true<!--blank, true is has lair-->
}}
}}
'''Unofficial Description:''' Some vampires are practitioners of the arcane arts.
{{5e:Vampire/Lair}}
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==Sources and Notes==
==Sources and Notes==
* {{Cite Pub|Monster Manual (5e)|pages=295-298}}
<references />
[[Category:5e Vampires|Spellcaster Vampire 5e]]
[[Category:5e Wizards]]
{{5e Footer|Vampire|Fair Use}}
{{5e Monster Data}}
</div><!--source-->
</div><!--source-->
</div><!--grid-container-std-->
</div><!--grid-container-std-->
[[Category:5e Wizards]]
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[[Category:5e Vampires|Spellcaster Vampire 5e]]

Latest revision as of 13:25, 23 February 2024

D&D 5e (2014) Varied ʰ 
SRD5, MM5


Vampire
By Philip Burne-Jones [Public domain], via Wikimedia Commons
Image is not part of the SRD
Vampire Spellcaster [1] [2] [3] [4]
Medium Undead  (Shapechangers, Vampires, Wizards), Lawful Evil
Armor Class: 16 (natural armor)
Hit Points: 144 (17d8+68)
Speed: 30 ft.
Str Dex Con Int Wis Cha
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
Saving Throws: Dex +9, Wis +7, Cha +9
Skills: Perception +7, Stealth +9
Damage Resistances: necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Senses: darkvision 120 ft., passive perception 17
Languages: the languages it knew in life
Habitat: Shadowfell, Underdark, Underground, Urban
Plane: Shadowfell, Underdark
Challenge: 15 (13,000 xp)Proficiency Bonus (PB): +5

Features

Shapechanger. 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.

While in bat form, the vampire can’t 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 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.

Spellcasting (Intelligence, Wizard).

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

Vampire Weakness. 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 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 target 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 target, 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 its 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 undead 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 undead 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. The vampire makes one bite attack.

Unofficial Description: Some vampires are practitioners of the arcane arts.

Vampire's Lair

[5] A vampire lair in defensible castles, fortified manor, or walled abbeys

Regional Effects

[5] Regional effects:

  • Bats, Rats, and Wolves
  • Twisted, Thorny Plants
  • Moving Shadows
  • Creeping Fog

If the vampire is destroyed, these effects end after 2d6 days.


Sources and Notes

  1. Stat block is identical to the Vampire except where noted: CR is changed; Spellcasting trait added. Otherwise - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast..
  2. Christopher Perkins, et. al.. Monster Manual (5e) (5e 2014) (2014-09-30). Wizards of the Coast. p. 297-298. Licensed: © Wizards of the Coast.
  3. habitat - Dungeon Master's Guide (5e) p.302-305
  4. habitat (Shadowfell, Underdark, Underground) - (unofficial) user:Rlyehable
  5. Monster Manual (5e) p.296-297 (summarized)

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Monster data +

Vampire Spellcaster (Sort Text: Vampire Spellcaster 5e, Size: Medium, Type: Undead, Subtypes: Shapechanger Vampire Wizard, Alignment: Lawful Evil, HP: 144, CR: 15, Features: Shapechanger Legendary Resistance Misty Escape Regeneration Spellcasting Spider Climb Vampire Weakness Multiattack Unarmed Strike Bite Charm Children of the Night, Legendary: Yes, Has Lair: Yes, NPC: No, Canon: Yes, Pointer: No, UA: No, User: No, Sources: Varied SRD5 MM5)

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