Shadowfell Vampire (Second Generation) CR: 13
Medium undead, humanoid, lawful evil, true evil, chaotic evil
Armor Class: 16 (natural armour)
Hit Points: 166
Speed:
30 ft
Saving Throws: DEX +9, WIS +7, CHA +9
Skills: Perception +7, Stealth +9, Athletics +9, Acrobatics +9, [either Insight +7, Slight of Hand +9 or Animal Handelling +7]
Damage Vulnerabilities: Radiant
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Senses: Darkvision 120 ft., Passive Perception 17
Languages: Common, Any known in life
Challenge Rating: 13
Proficiency Bonus: +5
A Shadowfell Vampire of 2nd Generation or lower can have one of the below skills:
Vicisitude: A Shadowfell Vampire with access to the Vicisitude discipline has access to the following abilities, based on their generation:
- [4th ≤ generation number] Can spend 1 hour to create (4/generation number) alterations to themselves, or 1 willing creature they are touching; these alterations include +1 STR, +1 DEX, +1 CON, +5 Speed, +1 hit dice HP, Proficiency in Acrobatics or Athletics. Attempting to make more alterations than the vampire is capable of results in the alteration being overridden.
- [3rd ≤ generation number] Gains access to the Transfigure Idol bonus action. Gains access to Vicisitude Attack (VA) actions; the Vampire cannot use both Strength-VAs and Dexterity-VAs during the same day.
- [2nd ≤ generation number] gains access to the following Legendary Action: Forced Morph. Additionally, vampires of this generation can use VA attacks of either Strength or Dexterity.
- [1st ≤ generation number] Can use the Forced Morph action up to 3 times per day.
Obtenibration: A Shadowfell Vampire with access to the Obtenibration discipline gains access to Obtenibration Actions (OA), based on generation; denoted with a number indicating the minimum generation required to access the ability.
Haruspexy: A Shadowfell Vampire with access to the Haruspexy discipline can spend 1 hour to read the entrails of a freshly killed animal. At the end of the hour, the vampire can roll a number of d20 equal to 4/generation number and record the numbers. The vampire can replace any attack roll, saving throw, or ability check made by itself or a creature that it can see with one of these haruspexy rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Obfuscate: A Shadowfell Vampire with access to the Obfuscate discipline can Hide as a bonus action and do not need cover to succeed starting from the 4th generation. Vampires of the fourth generation can cast Invisibility on themselves on themselves 4/generation number of times per day. A Shadowfell Vampire of this discipline gains expertise in stealth, for a +13 bonus, additionally, Shadowfell Vampires of the 3rd generation gain the properties of the
Non-Detection spell while they are invisible. Starting at 2nd generation Shadowfell Vampires gain access to Sneak Attack. Shadowfell vampires of the 1st generation gains Umbral Sight.
A Shadowfell Vampire of the second generation can have two of the below skills; a Shadowfell Vampire of 3rd or 4th generation can only have one of the below skills. Vampires of the 4th generation cannot have more than 1 skill total.
Fortitude: A vampire with access to the Fortitude discipline has an AC of 18. Up to 3 times a day, a Shadowfell Vampire with the Fortitude discipline can use its bonus action to increase its AC to 20 until the start of its next turn, and has advantage of STR and CON saving throws. Additionally, Shadowfell Vampires of the second generation gain an additional 3d8hp at the start of combat.
Potence: A vampire with access to the Potence discipline has a minimum STR score of 18, which increases to 20 for vampires of the third generation, to 22 for vampires of the second generation and again to 24 for vampires of the first generation. Vampires with the Potence trait deal bonus damage with melee weapon attacks equal to their strength modifier. Shadowfell Vampires of the second generation with the Potence discipline have access to the
Improvised Projectile attack.
Celerity: A vampire with access to the Celerity discipline receives a +(4/generation number) to its AC at the start of combat. Shadowfell Vampires with this discipline have an additional 15ft of movement, and can use the dodge or disengage action as a bonus action.
Presence: A vampire with the discipline of Presence has advantage against charm and fear saving throws, and their charisma stat is improved from 18 to 20. Once per day, a Shadowfell Vampire can use the following ability as an action, equal to 4/(generation number) times per day:
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.Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
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Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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. 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.
Vampire Weaknesses. The Shadowfell Vampire has the following flaws:
- 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.
[
OB]
Sneak Attack. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
[
OB]
Umbral Sight. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Actions
Multiattack. As an action, the Shadowfell Vampire can make either: three attacks, two with its Unarmed Strike and one with its Bite; or three attacks, two with its Discipline attacks (Vicisitude or Obtenibration) and one with either its Bite or Unarmed Strike.
Bite. 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.
Unarmed Strike. 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).
Improvised Projectile. Ranged Weapon Attack: +11 to hit, range 120 feet, one creature. Hit: 20 (4d8+2) bludgeoning damage.
VA (STR): Flesh Gauntlet (Recharge 4-6). Melee Weapon Attack: +9 to hit, reach 10ft. one creature. Hit: 12 (2d6 + 4) bludgeoning damage plus 8 (2d4 + 4) piercing damage. On a successful hit, the creature must succeed a DC 16 DEX or STR saving throw, or be restrained and grappled. A creature grappled in this way can repeated the DC 16 DEX saving throw at the start of their turn. This ability creates limbs, each of which have 45hp and an AC of 17; killing these limbs ends the effect on grappled creatures. Additionally, these limbs can be freely controlled, and can move grappled creatures to anywhere within 10ft. of the Shadowfell Vampire.
VA (STR): Slam. Melee Weapon Attack: +7 to hit, reach 5ft., reach 10ft. with Flesh Gauntlet, one creature that is grappled by the vampire. Hit: 10 bludgeoning damage; this attack deals an additional 8 piercing damage if grappled by Flesh Gauntlet. The target must make a DC 14 CON saving throw, or be stunned for 1 turn, restrained and the grapple ends. A creature restrained in this way can make a DC 14 STR or DEX check to free themselves from being buried in the surface they were slammed into. A creature that is restrained in this way cannot be grappled by the vampire until they free themselves.
VA (STR): Shed (Recharge 5-6). The Shadowfell Vampire rapidly generates, expands, and sheds their skin muscle and bone. The Shadowfell Vampire gains 30hp to a maximum of the Shadowfell Vampires maximum hp, gains +3 AC until the start of their next turn, and removes all grapple, blinded, paralysed, petrified, restrained and poisoned conditions.
VA (DEX): Mount. Melee Weapon Attack: +9 to hit, reach 5ft., one creature. Hit: 18 (2d8 + 8) piercing damage. On a successful hit, the vampire can make a DC 13 DEX check to grapple the target; a creature grappled in this way can free themselves on their turn by succeeding a DC 17 DEX saving throw. The vampire alters their form to elongate their limbs and claws, allowing them to nimbly wrap themselves around their victim.
VA (DEX): Flesh Teather (Recharge 4-6). Ranged Weapon Attack: +9 to hit, reach 15ft., one creature. Hit: 12 (2d6 + 4) piercing damage. On a successful hit, the target creature is Teathered to the Shadowfell Vampire; if the Teathered creature attempts to move away from the Shadowfell Vampire, they must succeed a DC 15 STR check, or fall prone, begin Bleeding, and end the Teather and automatically recharges the ability. When Bleeding, the creature takes 1d4 necrotic damage at the start of their turn for 4 turns.
OA (4): Lashing Tendrils. Ranged Weapon Attack: +8 to hit, range 10ft. of any shadow within sight of the vampire. Hit: 16 (3d6+4) slashing damage and 10 (1d12+4) cold damage or half as much on a successful DC 11 CON saving throw. Whips of shadow lash out at the Shadowfell Vampires enemies.
OA (3): As One. As an action, the Shadowfell Vampire can submerge themselves into any shadow they stand within, and can move through shadows. In this state, they can forced out of the shadows by destroying the shadow they reside within with bright light; otherwise, the Shadowfell Vampire cannot be targetted by attacks, and cannot take any action or bonus action aside from unsubmerging themselves. The Shadowfell Vampire falls into the shadow of the building, and disappears.
OA (2): Domain. As an action, the Shadowfell Vampire can create a 90ft. aura around themselves, submerging all terrain into an area considered "shadow" for the purpose of Obtenebration abilities; and lasts for 1 hour. This area acts as difficult terrain to all creatures other than Shadowfell Vampires with the Obtenebration discipline. Additionally, all creatures aside from the Shadowfell Vampire within the Domain must roll a DC 12 CON saving throw at the start of each turn, on a failure, the creature suffers 5(2d4+1) Cold damage, and has their speed be perminantly reduced by 5 until they leave the Domain; this effect stacks. If the speed of a creature drops to 0 while they remain in the domain, they are treated as grappled, and can make a DC 15 STR saving throw at the start of each turn while their speed is 0 to regain 5 speed until the end of their turn.
Bonus Actions
VA: Transfigure Idol. A Shadowfell Vampire with Vicisitude of 3rd generation of higher can morph their body at will to adapt to whatever situation they find themselves. As a bonus action, the Shadowfell Vampire can choose 1 of the following transformations to maintain:
Grow wings and gain a 20ft. fly speed for 1 minute
Grow an extra set of limbs, allowing for 1 additional action per turn
Cosmetically augment themselves into any humanoid form of the same size class
Legendary Actions
Forced Morph (1/day). The Shadowfell Vampire targets one grappled creature within 5ft., the target must succeed a DC 15 STR saving throw, or have their form forcefully changed; a creature forcefull changed in this way cannot make actions for the duration of the morph, and their speed drops to 0. This effect lasts 8 days.
OA (1): Subjugate the Night (1/day). The Shadowfell Vampire expands or creates a Domain with a 200ft. radius; this domain functions the same as the domain created by the Domain action. Any creatures within this domain that casts a shadow that takes cold or necrotic damage must succeed a DC 16 CON saving throw, or be paralysed for 2 turns. A creature paralysed in this way can repeated the saving throw at the start of each of their turns to end the effect.