You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. Duration: 1 minute. 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. Greatsword. Three illusory duplicates of yourself appear in your space. You can use your action to take total and precise control of the target. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Casting Time: 1 action For the duration, you can read the thoughts of certain creatures. . Casting Time: 1 action Variants: Vampire Warriors and Spellcasters. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 … Required fields are marked *. Might be a little grim for some campaigns, though. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). From what I have seen, there is no realistic way to draw a greatsword in combat, so I would say a warrior vampire with a greatsword always has it out ready to fight with. You instantaneously light or snuff out a candle, a torch, or a small campfire. How does the vampire decide which path to follow? It is then paralyzed until it regains at least 1 hit point. Thank you for running this blog! Buy Oath of Deliverance on the DMs’ Guild. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You instantaneously clean or soil an object no larger than 1 cubic foot. They use a combination of Unarmed Strike (to grapple) and Bite to subdue opponents, draw sustenance from them and, potentially, transform them into vampire spawn. Components: V, S A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. Casting Time: 1 action The vampire targets one humanoid it can see within 30 feet of it. The vampire is a 9th-level spellcaster. It’s a variant; it’s not an elite variant. For the duration, you hide a target that you touch from divination magic. Casting Time: 1 action I’m not sure the greatsword does enough additional damage to make this a viable strategy. Its statistics, other than its size and speed, are unchanged. Components: V, S After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. . But what happens once the vampire has someone grappled? While cursed, the target has disadvantage on attack rolls against you. - the general will get the army skills for buffs... the other heroe the spell skills - Necro is a must: healing, macabre dance and curse of years. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Use it if and when you want a vampire to wear plate mail and wield a sword. The vampire has the following flaws: Forbiddance. The vampire is a 9th-level spellcaster. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. If you issue no commands, the creature only defends itself against hostile creatures. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. The vampire makes two attacks, only one of which can be a bite attack. But the biggest difference lies in how the warrior vampire approaches melee combat itself. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. Harmed by Running Water. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. At Higher Levels. 3rd-level Necromancy If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. 2nd level (3 slots): detect thoughts, gust of wind, mirror image. Range: Self If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. The vampire priestess is a 9th-level spellcaster. 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. I mean, not without the vampire’s letting go of the target it’s just grappled. It ignores all other damage and effects. Roll 5d8; the total is how many hit points of creatures this spell can affect. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. Range: 10 feet This book will enrich your game immeasurably!”—Matthew Lillard, “This book almost instantly made me a better Dungeon Master. Is there a monster you’d like me to analyze that I haven’t looked at yet? Predators, hunting social animals, attack the weak, not the strong. At Higher Levels. It has to hope that its extra two points of AC are enough to prevent the damage it would otherwise restore. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. If it can’t transform, it is destroyed. Some vampires are practitioners of the arcane arts. Oct 7, 2016 #1 The player characters in my ongoing Returned Maztica campaign are currently hunting a vampire cult. It has twice the range of the vampire’s innate Charm ability, removes the target’s free will, and gives the vampire “total and precise control” over the target if it wishes. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. When hunting, they prey on the weak, vulnerable and isolated. 4th-level Necromancy The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 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 bite attack. 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