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Vampire Warrior

Medium · Undead · CR 12 · Chaotic Evil

Armor Class
18
Hit Points and Hit Dice
142 (15d8+75)
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
18
+4
CON
20
+5
INT
16
+3
WIS
16
+3
CHA
18
+4

Overview

Category Monsters
Size Medium
Type Undead
Alignment Chaotic Evil
XP 8400
Initiative Bonus +4

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 30 ft (9.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Dexterity +8 Wisdom +7 Charisma +8

Skills

Perception +7 Persuasion +8 Stealth +8

Languages

the languages it knew in life

Resistances & Immunities

Damage Resistances
necrotic; damage from nonmagical, non-silvered weapons

Traits

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.

Reaping Greatsword

+9 to hit, reach 10 ft (3 m). Hit: 2d6+5 plus 1d8 necrotic damage.

Melee Weapon Attack: +9 to hit, reach 10 ft. up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature it makes a DC 17 Strength saving throw falling prone on a failure.

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

1/day

When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks.

Warding Charm

1/day

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

Cost 1

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

Cost 1

+9 to hit, reach 5 ft (1.5 m). Hit: 2d8+5 plus 1d8 necrotic damage.

The vampire makes a grab attack.

Mist Form

Cost 1

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

Cost 1

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

Cost 1

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 Vampire Warrior

Vampire Warrior is a medium undead with a Challenge Rating of 12. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 142 hit points (derived from 15d8+75).

Vampire Warrior has communication capabilities including the languages it knew in life. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Vampire Warrior

3 tips available

When using Vampire Warrior in your D&D 5e campaign, consider these tactical approaches:

  • 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.
  • 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.
  • 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 Vampire Warrior

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • 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.
  • 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.
  • 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

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 12.

Solo Encounter:

A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 15,600 XP
  • Hard: 23,400 XP
  • Deadly: 31,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Vampire Warrior?
Vampire Warrior has a Challenge Rating of 12, making it appropriate for parties of level 12.0.
What type of creature is Vampire Warrior?
Vampire Warrior is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Vampire Warrior speak?
Vampire Warrior can communicate in the languages it knew in life.

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