{"name":"Sylas Briarwood","race":"Vampire ","profession":"Lord of The Eye","challenge_rating":"15","proficiency_bonus":"5","size":"Medium","languages":"","alignment":"Any Evil","description":"Shapechanger. If the vampire isn\u2019t 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.\r\nWhile in bat form, the vampire can\u2019t 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.\r\n\r\nWhile in mist form, the vampire can\u2019t 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\u2019s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\u2019t 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.\r\n\r\nLegendary Resistance (3\/Day). If the vampire fails a saving throw, it can choose to succeed instead.\r\n\r\nMisty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn\u2019t in sunlight or running water. If it can\u2019t transform, it is destroyed.\r\n\r\nWhile it has 0 hit points in mist form, it can\u2019t 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 its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.\r\n\r\nRegeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn\u2019t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\u2019t function at the start of the vampire\u2019s next turn.\r\n\r\nSpider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\r\n\r\nVampire Weaknesses. The vampire has the following flaws:\r\n\r\nForbiddance. The vampire can\u2019t enter a residence without an invitation from one of the occupants.\r\n\r\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\r\n\r\nStake to the Heart. If a piercing weapon made of wood is driven into the vampire\u2019s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\r\n\r\nSunlight 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.","ideals":"","bonds":"","flaws":"","suggested_environments":"","armor_class":"19","hit_points":"204 (17d8 + 68) [roll:17d8 + 68]","strength":"18","dexterity":"18","constitution":"18","intelligence":"17","wisdom":"15","charisma":"18","base_movement":"30","fly_movement":"27","burrow_movement":"","hover_movement":"17","swim_movement":"","climb_movement":"","senses":"Darkvision 120 ft., Passive Perception 17","skills":"Perception +7, Stealth +9","saving_throws":"DEX +9, WIS +7, CHA +9","damage_vulnerabilities":"","damage_resistances":"Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"- Three actions at the end of anyone's turn\r\n- Shapeshift\r\n- Spider climb\r\n- Regenerates 20 hp each turn. This can be prevented when he\u2019s exposed to radiant damage or holy water, or in the presence of sunlight or running water.","actions":"Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.\r\nUnarmed Strike (Vampire Form Only). 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).\r\n\r\nBite. (Bat or Vampire Form Only). 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\u2019s 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 spawn under the vampire\u2019s control.\r\n\r\nCharm. 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\u2019t under the vampire\u2019s control, it takes the vampire\u2019s requests or actions in the most favorable way it can, and it is a willing target for the vampire\u2019s bite attack.\r\n\r\nEach time the vampire or the vampire\u2019s 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.\r\n\r\nChildren of the Night (1\/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn\u2019t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.","reactions":"","legendary_actions":"The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\u2019s turn. The vampire regains spent legendary actions at the start of its turn.\r\nMove. The vampire moves up to its speed without provoking opportunity attacks.\r\n\r\nUnarmed Strike. The vampire makes one unarmed strike.\r\n\r\nBite (Costs 2 Actions). The vampire makes one bite attack.","lair_description":"A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.","lair_actions":"","regional_effects":"The region surrounding a vampire\u2019s lair is warped by the creature\u2019s unnatural presence, creating any of the following effects:\r\nThere\u2019s a noticeable increase in the populations of bats, rats, and wolves in the region.\r\nPlants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.\r\nShadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.\r\nA creeping fog clings to the ground within 500 feet of the vampire\u2019s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.","image_gallery_id":"","source":"https:\/\/www.dndbeyond.com\/monsters\/vampire","tags":"the eye","templateId":"3087","blockId":"981046","world":"54c5fe35-8a70-4f5b-93b9-afbcd5bd2ae5","folder":"","isShared":"on"}