## Vampire Warrior The vampire warrior is a thankfully rare strain of the vampire curse, due to their relatively reckless nature. While they are perfectly capable of charm and subterfuge, they are not nearly as adept as standard vampires, but they do make up for that with deadly combat prowess in the form of speed and mobility. While they detest sunlight and running water, vampire warriors are not directly harmed by these things, and neither are they forbidden from entering a residence they have not been invited to. The surest way to expose a vampire warrior is to expose it to fresh blood, and that is truly playing with fire. \page ______ ___ > ## Vampire Warrior >*medium undead (Shapechanger), neutral* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 172(26d8 + 68) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|20 (+5)|18 (+4)|17 (+3)|15 (+2)|18 (+4)| > - **Saving Throws** Dex +10, Wis +7, Cha +9 > - **Skills** Atheletics +9, Perception +7, Stealth +10 > - **Damage Resistances** necrotic, bludgeoning, piercing, and slashing from nonmagical weapons > - **Senses** darkvision 120 ft. , passive Perception 17 > - **Languages** the languages it knew in life > - **Challenge** 18 (20,000 XP) > ___ > ***Inner Beast.*** At the start of combat, the vampire grows long, almost metallic claws out of its fingers, and its fangs protract out of its gums. Its face becomes slightly elongated and more batlike, accomodating its fangs. > ***Shapechanger (1/Turn).*** If the vampire isn't in sunlight, it can use its bonus action to polymorph into its war form, growing wings and two long arms out of its back, or a Medium cloud of mist, or back into its true form. While in war form, the vampire gains blindsight 120ft, its walking speed is 30 feet, and it has a flying speed of 60 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 30 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/Turn). *** If the vampire fails a saving throw, it can choose to succeed instead. > > ***Misty Escape.*** 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. 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. > ***Crimson Mist.*** The vampire will teleport short distances (up to its move speed) during a fight, making it immune to opportunity attacks and additionally giving it a melee attack reach of 15 feet (or 60 feet with **Ambush**) on any visible target, as long as it can be reached if in mist form. It always ends the final attack within 5 feet of the last target. When grappled, the Vampire Warrior break it with any movement action. All effects of this ability are neutralized in direct sunlight or water. > ***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. lf the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its 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: > *Addiction,* When within 30 feet of a freshly opened wound, the vampire must make a DC 12 Wisdom save. Upon failure, the vampire goes into a Blood Frenzy, attacking the wounded creature. It may reattempt the save at the end of each turn, but the DC will go up by 2 with each failure. The effect will end automatically after 24 hours, when the wounded creature is killed, or when the vampire drops to 0 hit points. > *Sunlight Sensitivity*. While in sunlight, it has disadvantage on attack rolls and ability checks. > ### Actions > ***Multiattack.*** (True form only) The vampire makes three melee attacks, choosing between bite, kick, and claws: only one attack can be bite. > > ***Multiattack.*** (War form only, not flying) The vampire makes four melee attacks, choosing between bite, kick, and claws: only one attack can be bite. > ***Claws.*** *Melee Weapon Attack:* +13 to hit, reach 15ft., one creature. Hit: 18 (2d12 + 5) slashing damage. The target will take 7 (2d6) necrotic damage at the start of each turn until it succeeds on a DC 16 Constitution saving throw. > > ***Kick.*** *Melee Weapon Attack:* +13 to hit, reach 15ft.,one creature. Hit: 11 (1d10 + 5). If hit, the targeted creature must succeed a DC 15 Strength saving throw or be knocked prone. > ***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 15ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 11 (1d10 + 5) piercing damage plus 14 (4d6) 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 ### Reactions > ***Fast Parry.*** The vampire adds 4 to its AC against one melee attack that would hit it, even if it is surprised. The vampire must see the attacker. > ### Legendary Actions > The vampire can take 2 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn. > > **Ambush. (Costs 1 Action).** The vampire can make one melee attack to any one creature within 60 feet. \page ______ ___ > ## Vampire Warrior (Human Form) >*medium undead (Shapechanger), neutral* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 172(26d8 + 68) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|20 (+5)|18 (+4)|17 (+3)|15 (+2)|18 (+4)| > - **Saving Throws** Dex +10, Wis +7, Cha +9 > - **Skills** Atheletics +9, Perception +7, Stealth +10 > - **Damage Resistances** necrotic, bludgeoning, piercing, and slashing from nonmagical weapons > - **Senses** darkvision 120 ft. , passive Perception 17 > - **Languages** the languages it knew in life > - **Challenge** 18 (20,000 XP) > ___ > ***Legendary Resistance (3/Turn). *** If the vampire fails a saving throw, it can choose to succeed instead. > > ***Misty Escape.*** 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. 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. > ***Shapechanger (1/Turn).*** While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 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. > > ***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. lf the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn. > ***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > ***Unnatural Reflexes.*** The vampire can take two reactions per round and can draw and holster either weapon before and after any attack. > ***Vampire Weaknesses.*** The vampire has the following flaws: > *Addiction,* When within 30 feet of a freshly opened wound, the vampire must make a DC 12 Wisdom save. Upon failure, the vampire goes into a Blood Frenzy, dropping its human form and attacking the wounded creature. It may reattempt the save at the end of each turn, but the DC will go up by 2 with each failure. The effect will end automatically after 24 hours, when the wounded creature is killed, or when the vampire drops to 0 hit points. > *Sunlight Sensitivity*. While in sunlight, it has disadvantage on attack rolls and ability checks. > ### Actions > ***Multiattack.*** The vampire makes three attacks between its rapier and pepperbox. > ***Rapier.*** *Melee Weapon Attack:* +13 to hit, reach 5ft., one creature. Hit: 9 (1d8 + 5) slashing damage. > > ***Pepperbox.*** *Ranged weapon attack:* +13 to hit, range 100/400 ft. reload 6, misfire 2, one target. Hit: 10 (1d10 + 5) piercing damage. ### Reactions > ***Fast Parry.*** The vampire adds 2 to its AC against one melee attack that would hit it, even if it is surprised. The vampire must see the attacker. > ***Riposte.*** The vampire can make an attack at any creature that misses an attack on it within melee range. > ***Missile Snare.*** When a ranged weapon attack hits the vampire, it can use its reaction to reduce the damage by 1d10 + 5. If the attack is reduced to 0, the vampire catches the missile.