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Vampire Sorcerer
Shapechanger. If the vampire isn’t in sunlight 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 (2/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 15 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.
Immortality. After being killed, the vampire is considered dead until the following night, when it will raise from the dead to serve its master once more. This ability can be nullified and send the vampire into forever death if the final damage done to the vampire is damage from exposure to the sun, piercing damage from a wooden weapon that was driven into its heart, or fire damage. If the vampire is exposed to the sun or piercing damage from a wooden weapon driven into its heart or fire damage is done to the vampire while it is in its temporary state of death after being killed, the vampire is immediately sent into forever death.
Vampire Weaknesses. 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 when it ends its turn in running water. | 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.
Actions
Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Claws (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5ft, one creature. Hit: (2d6 + 4) slashing damage. Instead of dealing damage, the vampire may grapple the target (escape DC 16).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5ft, one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d4 + 4) piercing damage plus (2d8) 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 thrall under the vampire’s control.
Charm. The vampire targets one humanoid it can see within 30 feet 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 bite 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.
Reactions
Move. After taking damage, the vampire may move up to its speed without provoking opportunity attacks.
Legendary Actions
(2/Round).
Claws. The vampire makes one Claws attack.
Bite. The vampire makes one Bite attack
Sacrifice Underling (Costs 2 Actions). The vampire may choose to steal the lifeforce from a lower-level vampire underling within 30ft. The vampire regains hit points equal to the target vampire's remaining hit points, whereupon the targeted lower-level vampire underling is instantly sent to forever death.
Unholy Thicket (Costs 2 Actions). The vampire causes thorns of malice to erupt out of the ground in a 20ft radius centered on themselves. Any non-vampire creatures on the ground within this area must make a Dexterity saving throw (DC 15), taking (3d6) piercing damage and (3d6) necrotic damage on a failed save or half as much damage on a successful one.
Summon Vampire Thralls (Costs 2 Actions).