Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
the languages it knew in life
Resistances & Immunities
Traits
Blood Frenzy
While bloodied, the vampire can take 3 legendary actions instead of 1.
Legendary Resistance (3/Day)
When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest.
Misty Recovery
When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. 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 vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage.
Regeneration
The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn.
Resting Place
Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a Bless, Hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points.
Spider Climb
The vampire can climb even on difficult surfaces and upside down on ceilings.
Vampire Weaknesses
Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions.
Actions
Charm
The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours.
Bonus Actions
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.
Reactions
Hissing Scuttle
When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks.
Warding Charm
When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature.
Legendary Actions
Blood Charm
The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours.
Grab
+9 to hit, reach 5 ft (1.5 m). Hit: 2d8+5 plus 1d8 necrotic damage.
The vampire makes a grab attack.
Mist Form
The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it.
Shapechange
The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it.
The vampire can take 1 legendary action
Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
About Elder Vampire
Elder Vampire is a medium undead with a Challenge Rating of 11. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 285 hit points (derived from 30d8+150).
Elder Vampire has communication capabilities including the languages it knew in life. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Elder Vampire
3 tips available
GM Tips: Using Elder Vampire
When using Elder Vampire in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
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Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.
Player Guide: Facing Elder Vampire
3 strategies available
Player Guide: Facing Elder Vampire
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
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Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 11.
Solo Encounter:
A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 13,200 XP
- Hard: 19,800 XP
- Deadly: 26,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Elder Vampire?
- Elder Vampire has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
- What type of creature is Elder Vampire?
- Elder Vampire is a Medium Undead, which affects how certain spells and abilities interact with it.
- What languages does Elder Vampire speak?
- Elder Vampire can communicate in the languages it knew in life.
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