Shapechanger: If the vampire isn't in sun light 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.
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 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.
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 ft. 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 bit
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.
Can take 3 Legendary
Actions, choosing from the options below. Only one legendary
Action can be used at a time, and only at the end of another creature's turn. Spent legendary
Actions are regained at the start of each turn.
Move: The vampire moves up to its speed without provoking
Opportunity Attacks.
Unarmed Strike: The vampire makes one
Unarmed strike.
Bite (Costs 2 Actions): The vampire makes one bite
Attack.