, pg. I haven’t read Stoker. Learn how your comment data is processed. Meanwhile, once the vampire’s strategy becomes obvious, that hard-to-Charm cleric can counterspam protection from evil and good and dispel evil and good. Assuming a 6ft tall vampire jumps up 7 feet with a high jump, his head is up 13 feet in the air and he could potentially get an extra few feet by lifting his hands up over his head. They’re resistant to physical damage from normal weapons, plus necrotic damage, and they regenerate hit points each turn if they aren’t in sunlight or running water. I thought that was an interesting spin on vampire abilities. Try this sort of variation out—if not with a vampire, then with some other monster whose powers players assume they already know. It’s a classic for a reason ^^, These are great articles. Please enable JavaScript to get the best experience from this site. If the PCs are this overmatched, the vampire will go for the kill—and take villainous satisfaction in turning the PCs into obedient vampire spawn. To get in a scrap with a vampire, at least as a group, your PCs will probably have to invade its lair. When it can do so, it will tell the charmed PC to sneak off from the party, find a hiding place and wait for further instructions. So pretty much anyone it charms, it can keep charmed indefinitely, unless someone intervenes. If the party are high-level and prepared, the vampire may be destroyed already by the time the bats arrive. This book will enrich your game immeasurably!”—Matthew Lillard, “This book almost instantly made me a better Dungeon Master. It always establishes several. That’s what happened in Sherlock Holmes vs. The jump consumes movement equal to its height and requires a 10 foot running start but the a true vampire could use 7ft of movement to scale a wall to a height of 7 feet, (1:1 speed to movement ratio). If attacked while it has another opponent grappled, a vampire spawn will first claw at its attacker, then bite its grappled opponent (Multiattack action). He wasn’t even a spell caster!!! It’s an opportunity cost thing: As long as the vampire is taking the Charm action over and over, it can’t do anything else, and it can target only one opponent at a time. When convenient, it will rematerialize in a place of concealment where it will be able to whisper commands to a charmed PC. It will complete its Multiattack with a claw attack for damage, and from that point on, it will claw/claw—unless, somehow, it gains an advantage, such as flanking (an optional rule, described on page 251 of the Dungeon Master’s Guide, that I strongly recommend using). Re: the last line of the spell: does it nullify the WHOLE darkness spell or just the region the daylight touches? However, if a vampire spawn is under the command of a vampire, whatever commands it’s been given supersede its inclination to save itself. Possibly a subtle distinction, but a valid distinction nonetheless. Obviously, it would be silly for a vampire to use this ability if it didn’t know its lair were being invaded. Druid or willing. I’m going to begin my discussion of vampires with a digression: Years ago, I read a book titled (I swear I’m not making this up) Sherlock Holmes vs. Dracula: The Adventure of the Sanguinary Count. Vampires with access to wealth will go out in closed carriages and offer rides to their prospective victims, mostly late-night revelers. A vampire that has judged itself capable of defeating an entire party without difficulty will feed on them without compunction, but if attacked while grappling a victim, it will strike its attacker for damage twice, as opposed to striking, then feeding, as a vampire spawn would. It will even suggest compromises and collaborations that serve both the PCs’ interests and its own. They buy the vampire time to make other preparations, or maybe lead a party on a chase in the wrong direction. Anyway, there’s one bit of that novel that sticks in my mind as being particularly cool: At one point, Dracula walks right into Holmes’ room, in the middle of the day, and Holmes expresses surprise that Dracula can go out in broad daylight. Also, I’d tend to say that being currently charmed by it gives disadvantage on saving against attempts to actively continue the charm. Light Domain Vampire spawn are strictly nocturnal, stalk weaker or isolated prey, and won’t attack a group larger than their own. It conceals its nocturnal nature by hiring (or charming) go-betweens who can conduct its affairs during normal daytime hours. Figure that the vampire has at least one or two rings of security that are enough to keep out run-of-the-mill intruders: burglars, nosy neighbors, Xander. It will also keep trying to drag its grappled opponent away. Keith’s book grounds villains in specificity, motivation, and tactics—so much so that players will love to hate ’em. It takes 1d4 rounds for the beasts to show up, and they stick around for one hour. It doesn’t try to drag its victim away from the fight—it’s trying to finish the fight. If it gains a situational advantage on an attack against a foe proficient in Athletics or Acrobatics, it will try to grapple one last time for good measure. And it will have layers of security: mortal human guards, vampire spawn, other lesser undead and, if it’s expecting the unwelcome visitors, the aforementioned Children of the Night: swarms of bats or rats or, outdoors, a pack of wolves. Munch! Success? If the answers to these questions are on balance unfavorable to the vampire, it gives up and flees its lair. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If a vampire is reduced to 57 hp or fewer while being attacked with radiant damage and/or holy water, it quickly reassesses its chances, and if it doesn’t like them, it Shapechanges into mist and flees its lair. “I’ve always said, the Dungeon Master is the whole world except for his players, and as a result, I spend countless hours prepping for my home group. This seems like OVERKILL in this campaign, does the daylight spell actually do the full damage as indicated in Monster Manual: "Sunlight Hypersensitivity. But vampires are careful about this. Required fields are marked *. If I need to conceal the fact that a particular person is getting an important note, I pass notes to everyone, but some of them say things like, “There’s a crumb from this morning’s breakfast on your lapel.”. Even if it bites them, and the victim makes the save to break charm, if they don’t have some way to flee immediately, the vampire will just re-charm them. When the PCs finally encounter a vampire for the first time, it will be at the moment and place of the vampire’s choosing, and it will . What tactical purpose does that serve? Here's some for you: Learn how to write compelling adventures focusing on the clashes between factions without making it obvious who the “good guys” and “bad guys” are. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. The second part of their Multiattack will depend on what happens in the first part. But it will also keep its eyes and ears open for any sneaky rogue who thinks he or she can outflank the vampire during the parley and make a Sneak Attack. When it can, it will materialize in a concealed spot and whisper orders to charmed PCs to sneak away from the party and await further orders, then transform into mist again. The in-between cases are interesting. At that point, the seriously wounded vampire will take stock.

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