Stats: Blood and Shadow
Even before reaching the vampire, its a challenge. See, everything around its stronghold is affected by the monster’s presence. These effects are:
- Bats, rats, and wolves have an increased population
- Plants within 500 ft of the lair wither, becoming twisted and thorny
- Shadows cast within 500 ft of the lair seem abnormally gaunt and move as though they are alive
- Fog clings to the ground within 500ft of the lair, sometimes taking odd forms, like claws or serpents
Once the vampire is slain, those effects will end within 2d6 days. But, uh… good luck with that.
Vampires are not enemies to be fucked with lightly. Their AC and HP are both fairly high, bolstered even further by its resistances to necrotic and all non-magical melee damage. Oh, and it has Legendary Resistance, which means it can simply choose to succeed three saving throws each day.
It’s also got the Shapechanger ability. This allows it to turn either into a bat or a cloud of mist. Both of these have their unique benefits and drawbacks. Should the vampire die outside of its resting place, its Misty Escape ability activates, permanently changing the creature’s shape as it makes its escape.
If that weren’t bad enough, it also has Regeneration. At the start of every turn, it regains a solid 20 HP. Though this doesn’t activate if it takes radiant damage, gets splashed by holy water, or is exposed to sunlight.
Oh, and it has Spider Climb. We are officially fighting Spider-Man 2099.
Strong as a vampire is, they do have a set list of weaknesses. These are:
- Forbiddance: cannot enter a residence without an invitation
- Harmed by Running Water: takes 20 acid damage if standing in running water
- Stake to the Heart: piercing weapons made of wood can paralyze the vampire, if stabbed while recovering in its resting place
- Sunlight Hypersensitivity: vampire takes 20 radiant damage when it starts its turn in sunlight, and has disadvantage on attack rolls and ability checks
In terms of attacks, the vampire is surprisingly limited. While in its true form, it can make a melee attack for a small amount of damage. In bat form, it can make bite attacks, which deals necrotic damage and restores the vampires HP; should this kill the victim, it turns them into a vampire spawn.
Charm does just about what you’d expect. This is a dangerous power which can turn the players against one another. Just as dangerous as the Children of the Night ability, which it can use once a day; with this, the vampire can summon bats or wolves to aid it in battle.
Finally, we have the Legendary Actions. These are:
- Move: move its full movement speed without provoking opportunity attacks
- Unarmed Strike: make a melee attack
- Bite (costs 2): makes a bite attack
Is… is that it? Not particularly legendary, is it?
The vampire spawn shares many of the same traits as its master. Regeneration, Spider Climb, and the same weaknesses. Its also got claws and it can bite. Pretty basic.
But there are variations. You could swap the claws out for a greatsword and give it some armor. Or you could give it a list of spells! Spells such as:
- Cantrips (at will): mage hand, prestidigitation, ray of frost
- 1st level (4 slots): comprehend languages, fog cloud, sleep
- 2nd level (3 slots): detect thoughts, gust of wind, mirror image
- 3rd level (3 slots): animate dead, bestow curse, nondetection
- 4th level (3 slots): blight, greater invisibility
- 5th level (1 slot): dominate person
Well, at least we ended on a high note.
In all honesty, I’m kind of disappointed with this one. The vampire has a lot of unique abilities that make it interesting! It certainly poses a unique challenge! But it doesn’t strike me as particularly menacing when compared to some other beasties we’ve seen. The variants of the spawn are more interesting! It’s not as bad as a basic slugfest, but it could have done with a bit more.
Placement
This is a strong entry all around. Not as exceptional as I had hoped, but good! The lore is phenomenal, the design is interesting, and the stats, while not menacing, make for a unique fight. It’s an interesting one, make no mistake.
With all that in mind, the vampire and its spawn are going to #25 on the Best of the Bestiary!
- Beholder
- Death Tyrant
- Mind Flayer
- Dragon Turtle
- Tarrasque
- Mummy/Mummy Lord
- Nagas (all three of ’em)
- Green Dragons
- Red Dragons
- Blue Dragons
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- White Dragons
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- Couatl
- Behir
- Aboleth
- Sea Hag
- Slaadi (all six of ’em)
- Lamia
- Bronze Dragons
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- Copper Dragons
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- Chuul
- Vampire/Vampire Spawn <—————-
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- Gelatinous Cube
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- Peryton
- Troglodyte
- Remorhaz
- Unicorn
- Orcs (all four of ’em)
- Magmin
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- Kobold
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- Night Hag
- Green Hag
- Black Pudding
- Ankheg
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- Bulette
- Cloaker
- Darkmantle
- Doppelganger
- Revenant
- Ghoul and Ghast
- Sahuagin (all three)
- Ettin
- Sprite
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- Troll
- Merrow
- Nalfeshnee
- Glabrezu
- Chasme
- Grell
- Barlgura
- Horned Devil
- Balor
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- Shadow Dragon
- Myconids (all four of ’em)
- Piercer
- Werebear
- Lizardfolk
- Vrock
- Dretch
- Pseudodragon
- Gnolls (all three)
- Goristro
- Hezrou
- Manes
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- Weretiger
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- Roc
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- Flameskull
- Displacer Beast
- Carrion Crawler
- Githzerai
- Grick
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- Rug of Smothering
- Bugbear Chief
- Bugbear
- Flesh Golem
- Vine Blight
- Twig Blight
- Needle Blight
- Mephits (all six of ’em)
- Bullywug
- Hellhound
- Ettercap
- Gas Spore
- Cockatrice
- Lemure
- Homonculus
- Merfolk
- Solar
- Deva
- Gorgon
- Hippogriff
- Griffon
- Cyclops
- Centaur
- Ghost
- Pegasus
- Fire Elemental
- Water Elemental
- Air Elemental
- Stone Giant
- Deep Gnome
- Dinosaurs (All six of them)
- Stirge
- Specter
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- Stone Golem
- Earth Elemental
- Galeb Duhr
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- Flying Sword
- Crawling Claw
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- Shrieker
- Gargoyle
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