5e:Vampire Warrior
Vampire Warrior [1] [2] [3] [4] | ||||||||||||
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Medium Undead (Shapechangers, Vampires), Lawful Evil | ||||||||||||
Armor Class: 18 (plate armor) | ||||||||||||
Hit Points: 144 (17d8+68) | ||||||||||||
Speed: 30 ft. | ||||||||||||
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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 | ||||||||||||
FeaturesShapechanger. 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.
ActionsMultiattack (Vampire Form Only). 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. Legendary ActionsThe 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. |
Unofficial Description: Some vampires have martial training and battlefield experience.
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
- Stat block identical to Vampire except as follows: CR is changed; Multiattack changed; Greatsword action added. Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. ↑
- Christopher Perkins, et. al.. Monster Manual (5e) (5e 2014) (2014-09-30). Wizards of the Coast. p. 297-298. Licensed: © Wizards of the Coast. ↑
- habitat - Dungeon Master's Guide (5e) p.302-305 ↑
- habitat (Shadowfell, Underdark, Underground) - (unofficial) user:Rlyehable ↑
- Monster Manual (5e) p.296-297 (summarized) ↑
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Monster data +
Vampire Warrior (Sort Text: Vampire Warrior 5e, Size: Medium, Type: Undead, Subtypes: Shapechanger • Vampire, Alignment: Lawful Evil, HP: 144, CR: 15, Features: Shapechanger • Legendary Resistance • Misty Escape • Regeneration • Spider Climb • Vampire Weakness • Multiattack • Greatsword • Bite • Charm • Children of the Night • Unarmed Strike, Legendary: Yes, Has Lair: Yes, NPC: No, Canon: Yes, Pointer: No, UA: No, User: No, Sources: Varied • SRD5 • MM5)