Vampire, Mist Form

Vampire, Mist Form

Medium undead (shapechanger), lawful evil

13
Challenge Rating
10000 XP

Within the realms of darkness and dread, the Vampire in its mist form embodies the ethereal and elusive nature of these undead creatures. Transforming into a swirling, amorphous cloud of mist, the Vampire gains the ability to move effortlessly through cracks, crevices, and even the smallest openings.

When assuming its mist form, the Vampire’s physical body dissipates, its material form giving way to a gaseous state. It becomes an ever-shifting and intangible cloud, obscuring its true nature within a veil of darkness. The mist itself takes on a chilling presence, radiating an aura of malevolence and an otherworldly chill.

In mist form, the Vampire gains the advantages and abilities associated with its gaseous state. It can pass through physical barriers, such as locked doors or barred windows, without resistance. Its formlessness allows it to avoid physical attacks, rendering most conventional weapons ineffective against it. It can drift silently through the air, remaining undetected and elusive.

The Vampire’s mist form also grants it the ability to move with incredible speed and agility. It can traverse great distances in a short amount of time, effortlessly gliding along unseen currents. The mist can seep into confined spaces, making it an adept infiltrator and an elusive adversary.

While in mist form, the Vampire retains its supernatural abilities and senses. It can still perceive the world around it, even without physical eyes. It can sense the presence of living creatures, detect their movements, and follow their scent. This allows the Vampire to stalk its prey, silently biding its time before striking with swift and deadly precision.

However, the mist form also has its limitations. Sunlight poses a threat to the Vampire, as exposure to direct sunlight can cause harm or even destroy it. Certain magical or holy wards can also ward off or repel the mist form. Furthermore, the Vampire’s ability to interact with the physical world is limited, as it cannot manipulate objects or engage in direct physical combat.

Encountering a Vampire in mist form is to face a creature that embodies the enigmatic and elusive nature of the undead. Its presence exudes an aura of chilling darkness, stealth, and an unsettling sense of intangibility. Engaging with a Vampire in mist form requires unconventional strategies, clever thinking, and the ability to counter its ethereal nature. Only the most astute and prepared adventurers can hope to thwart its plans or survive its deadly embrace.

Vampires in mist form bring a touch of gothic horror and the eerie allure of the undead to the tapestry of the world. They serve as reminders of the insidious and elusive nature of creatures of darkness, as well as the ever-present threat of the unseen. Whether encountered as elusive stalkers, agents of the night in cursed domains, or as the embodiment of spectral terror, Vampires in mist form add a sense of intangible dread, supernatural maneuverability, 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.

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: 20 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