Master Vampire

An ancient, undead creature that survives by drinking the blood of others, and can cast spells with their blood.

Hit Dice 10d10** (55 hp)
Armor Class 20
Movement 40’ any direction
Attacks 1 (+8) @ energy drain (touch, 1d6+4) or charming gaze
Alignment Chaotic
Save 6 (10)
Morale 12
  • Typically found in ruins, tombs, and deserted areas.
  • Immune to damage from non-magical weapons.
  • Regenerates 3 hp at the start of each round until destroyed.
  • At 0 hp, changes into cloud of mist and flees to coffin.
  • Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.

Bestial Minions

Can summon creatures from the surrounding area.

Charming Gaze

Target in sight must Save vs Spells at -2 to resist charm.

  • A charmed creature:
    • must move towards the vampire (resisting anyone who tries to prevent it),
    • must defend the vampire,
    • must obey the vampire’s commands (as long as they are understood),
    • can’t cast spells or use magic items,
    • is unable to harm the vampire.
  • Charm breaks when the vampire dies.

Energy Drain

Damage inflicted by this attack reduces the target’s maximum HP.

  • A humanoid killed by this ability becomes a vampire in 3 days.
  • The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.

Shapeshift

Can change into other forms at will.

  • Each change takes 1 round.
  • Can take humanoid form, or form listed below.
  • Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.

Dire Wolf

Hit Dice 7** (31 hp)
Armor Class 17
Movement 50’
Attacks 1 (+6) @ bite (2d4)
Saving Throws D8 W9 P10 B10 S12 (7)
Morale 11

Giant Bat

Hit Dice 7** (31 hp)
Armor Class 17
Movement 10’ / 60’ flying
Attacks 1 (+6) @ bite (1d4)
Saving Throws D8 W9 P10 B10 S12 (7)
Morale 11

Cloud of Mist

Hit Dice 7** (31 hp)
Armor Class 17
Movement 60’ flying
Attacks None
Saving Throws D8 W9 P10 B10 S12 (7)
Morale 11
  • Immune to all weapons while in this form.
  • Unable to attack while in this form.

Undead

  • Make no sounds before attacking.
  • Immune to poison and other effects that only affect living creatures.
  • Immune to mind reading / altering spells and spell-like effects, (ex: charm, fear, hold, sleep).

Weaknesses

  • Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).

    • Cannot rest in a blessed coffin.
  • Repelled by odor of garlic, must Save vs Death each round to attack.

  • Unable to come within 10’ of a wielded holy symbol.

    • May attack wielder from another angle, if possible.
  • Unable to cross running water except via a bridge or while carried inside coffin.

  • Unable to enter a private residence without being invited.

  • Does not cast a reflection or shadow.

    • Tends to avoid mirrors.
  • Partly blinded by light from Continual Light spell (-4 to attack).

  • Burned by holy water (1d6+1 damage per vial).

  • May be permanently killed by:

    • a stake in the heart,
    • being immersed in water for 1 turn, or
    • being reduced to 0 hp without an available coffin nearby (mist dissipates after 12 turns).
  • Must Save at the beginning of each round in direct sunlight or lose 2 HD.

    • Partly blinded while in sunlight (disadvantage on attack).

Spellcasting

  • Can cast any known spell by shedding blood (1 hp / spell level).
  • Carries a spell book (or equivalent) with known spells in it.

Known Spells