- Typically found in ruins, tombs, and deserted areas. - Immune to damage from non-magical weapons. - Regenerates 3 hp at the start of each round (while alive). - At 0 hp, changes into cloud of mist and flees to coffin. - **Coffins**: Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day). - Cannot rest in a blessed coffin. ### Bestial Minions Can summon creatures from the surrounding area. - Takes 1 round to activate. - Can summon the following types and quantities of animals: - 1d10 x 10 rats, - 5d4 giant rats, - 1d10 x 10 bats, - 3d6 giant bats, - 3d6 wolves, or - 2d4 dire wolves. ### Charming Gaze Target in sight must **Save vs Spells** at -2 to resist charm. - A charmed creature: - must move towards the vampire (resisting anyone who tries to prevent it), - must defend the vampire, - must obey the vampire's commands (as long as they are understood), - can't cast spells or use magic items, - is unable to harm the vampire. - Charm breaks when the vampire dies. ### Energy Drain Damage inflicted by this attack reduces the target's maximum HP. - A humanoid killed by this ability becomes a vampire in 3 days. - The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total. ### Shapeshift Can change into other forms at will. - Each change takes 1 round. - Can take humanoid form, or form listed below. #### Dire Wolf | | | | ----------------- | --------------------- | | **Hit Dice** | 7\*\* (31 hp) | | **Armor Class** | 17 | | **Movement** | 50' | | **Attacks** | 1 (+6) @ bite (2d4) | | **Saving Throws** | D8 W9 P10 B10 S12 (7) | | **Morale** | 11 | #### Giant Bat | | | | ----------------- | --------------------- | | **Hit Dice** | 7\*\* (31 hp) | | **Armor Class** | 17 | | **Movement** | 10' / 60' flying | | **Attacks** | 1 (+6) @ bite (1d4) | | **Saving Throws** | D8 W9 P10 B10 S12 (7) | | **Morale** | 11 | #### Cloud of Mist | | | | ----------------- | --------------------- | | **Hit Dice** | 7\*\* (31 hp) | | **Armor Class** | 17 | | **Movement** | 60' flying | | **Attacks** | None | | **Saving Throws** | D8 W9 P10 B10 S12 (7) | | **Morale** | 11 | - Immune to all weapons while in this form. - Unable to attack while in this form. !!!include(./undead.md)!!! ### Weaknesses - Repelled by odor of garlic, must **Save vs Death** each round to attack. - Unable to come within 10' of a wielded holy symbol. - May attack wielder from another angle, if possible. - Unable to cross running water except via a bridge or while carried inside coffin. - Does not cast a reflection. - Tends to avoid mirrors. - Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (-4 to attacks). - Must **Save vs Death** each round in sunlight or be disintegrated. - May be permanently killed by: - a stake in the heart, - being immersed in water for 1 turn, - being reduced to 0 hp without an available coffin nearby.