Vampire, Bat Form

Vampire, Bat Form

Medium undead (shapechanger), lawful evil

13
Challenge Rating
10000 XP

Within the nocturnal world, the Vampire in its bat form embodies the sinister and mysterious nature of these undead creatures. Transforming into a creature of the night, the Vampire takes on the shape of a bat, granting it enhanced mobility, stealth, and the ability to navigate the dark corners of the world undetected.

When assuming its bat form, the Vampire undergoes a supernatural metamorphosis. Its body shrinks and morphs into that of a large bat, with leathery wings stretching out from its sides. Its features become feral and its eyes glow with an eerie crimson hue, reflecting its insidious and predatory nature.

As a bat, the Vampire gains the advantages and abilities associated with these creatures of the night. It can soar silently through the air, maneuvering with incredible agility and grace. Its heightened senses allow it to detect even the faintest sounds and scents, making it an adept tracker and a formidable predator.

In bat form, the Vampire can infiltrate tight spaces and access hard-to-reach areas, taking advantage of its diminutive size and nimble flight. It becomes nearly invisible in the darkness, striking from the shadows with swiftness and precision. The Vampire can survey its surroundings unnoticed, making it an elusive and dangerous foe or a crafty observer in the depths of the night.

While the Vampire’s bat form grants it enhanced mobility and stealth, it also comes with limitations. Sunlight poses a threat, as exposure to direct sunlight can cause harm or even destroy the Vampire. Additionally, its diminished physical form makes it vulnerable to certain attacks and the defenses of well-prepared adversaries.

Encountering a Vampire in bat form is to face a creature that embodies the chilling allure of the night and the stealthy terror associated with these winged predators. Its presence exudes an aura of darkness, cunning, and the unsettling presence of the undead. Engaging with a Vampire in bat form requires keen senses, strategic thinking, and knowledge of their vulnerabilities. Only the most resourceful and vigilant adventurers can hope to outmaneuver or overcome the nocturnal menace.

Vampires in bat form bring a touch of gothic horror and the shroud of night to the tapestry of the world. They serve as reminders of the lurking dangers in the darkness, as well as the cunning and adaptability of undead creatures. Whether encountered as elusive hunters, agents of darkness in cursed domains, or as the embodiment of seductive terror, Vampires in bat form add a sense of nocturnal dread, supernatural agility, and the haunting presence of the undead to the realms of adventure and exploration.

Special Abilities

Shapechanger

If the vampire isn’t in sun light 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.
While in bat form, the vampire can’t 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.
While in mist form, the vampire can’t 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’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t 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.

Legendary Resistance

If the vampire fails a saving throw, it can choose to succeed instead.

Usage: 3 per day

Misty 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’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, 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 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.

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 or running water. 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.

Spider Climb

The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses

The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
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.

Actions

  • 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
  • Charm: The vampire targets one humanoid it can see within 30 ft. 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 bit 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.
  • Children of the Night: The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t 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.

Legendary Actions

  • Move: The vampire moves up to its speed without provoking opportunity attacks.
  • Unarmed Strike: The vampire makes one unarmed strike.
  • Bite (Costs 2 Actions): The vampire makes one bite attack.

Lore

The Stream

Armor Class: 16 (natural armor)
Hit Points: 144 (17d8+68)
Speed: 5 ft. (walk), 30 ft. (fly)
str
+4
18
dex
+4
18
con
+4
18
int
+3
17
wis
+2
15
cha
+4
18
Damage Resistances: necrotic | bludgeoning, piercing, and slashing from nonmagical weapons
Proficiency Bonus: +5

Proficiencies

  • Saving Throw: DEX +9
  • Saving Throw: WIS +7
  • Saving Throw: CHA +9
  • Skill: Perception +7
  • Skill: Stealth +9

Senses

  • Passive Perception: 17
  • Darkvision: 120′
Languages: the languages it knew in life

Credits: SRD 5.1