Size:
Medium
Type:
Undead
Form:
biped
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
6 + 1d4
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(BECMI)
Actions/Abilities/Traits: (BECMI)
Action
1 touch or special
1-10 + double energy drain or special

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite (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'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.
Action
Charm
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'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 bite 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.
Action
Children of the Night (1/Day)
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.
Action
Multiattack (Vampire Form Only)
The vampire makes two attacks, only one of which can be a bite attack.
Action
Unarmed 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).
Legendary Action
Bite (Costs 2 Actions)
The vampire makes one bite attack.
Legendary Action
Move
The vampire moves up to its speed without provoking opportunity attacks.
Legendary Action
Unarmed Strike
The vampire makes one unarmed strike.
Special
Forbiddance
The vampire can't enter a residence without an invitation from one of the occupants.
Special
Harmed by Running Water
The vampire takes 20 acid damage if it ends its turn in running water.
Special
Legendary Resistance (3/Day)
If the vampire fails a saving throw, it can choose to succeed instead.
Special
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.
Special
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.
Special
Shapechanger
If the vampire isn't 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. 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.
Special
Spider Climb
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Special
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.
Special
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.
Special
Vampire Weaknesses
The vampire has the following flaws:

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
slam
8 (1d4+4 plus

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
Action
gaze
1 * touch (1d10 + energy drain) or 1 * gaze (charm)
Special
Undead
Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Special
Mundane damage immunity
Can only be harmed by magical attacks.
Special
Energy drain
A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character's XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days.
Special
Charming gaze
Save versus spells at -2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire's commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm.
Special
Regeneration
A damaged vampire gains 3hp at the start of each round, as long as it is alive.
Special
At 0hp
Change into gaseous form; flee to coffin.
Special
Change form
At will; takes 1 round:
Special
Humanoid
Standard form.
Special
Dire wolf
Att 1 * bite (2d4), MV 150' (50'). AC, HD, morale, saves as vampire.
Special
Giant bat
Att 1 * bite (1d4), MV 30' (10') / 180' (60') flying. AC, HD, morale, saves as vampire.
Special
Gaseous cloud
MV 180' (60') flying. Immune to all weapons. Cannot attack.
Special
Summon beasts
In human form only. Creatures from the surrounding area: 1d10 * 10 rats, 5d4 giant rats, 1d10 * 10 bats, 3d6 giant bats, 3d6 wolves, or 2d4 dire wolves.
Special
Coffins
Must rest in a coffin during the day or lose 2d6hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations.
Special
Vulnerabilities
Special
Garlic
Odour repels: save vs poison or unable to attack this round.
Special
Holy symbols
If presented, will keep a vampire at bay (10'). May attack wielder from another direction.
Special
Running water
Cannot cross (in any form), except by a bridge or carried inside a coffin.
Special
Mirrors
Avoid; do not cast a reflection.
Special
Continual light
Partly blinded by the light from this spell (-4 to attacks).
Special
Destroying
Special
Sunlight
Save versus death each round or be disintegrated.
Special
Stake through the heart
Permanently kills.
Special
Immersion in water
For 1 turn permanently kills.
Special
Destroying coffins
Permanently killed if all hit points lost when unable to rest (see coffins).

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Blood Drain|Change Shape
The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid damage.
Special
|Blood Drain|Change Shape
Channel Resistance You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Special
|Blood Drain|Change Shape
Children of the Night Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Special
|Blood Drain|Change Shape
Create Spawn A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become freewilled undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Special
|Blood Drain|Change Shape
Dominate Energy Drain Fast Healing A vampire can crush a humanoid opponent's will. Anyone the vampire targets must succeed on a Wand save or fall instantly under the vampire's influence, as though by a dominate person spell. The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.
Special
|Blood Drain|Change Shape
Gaseous Form Grasp of the Dead Grave Touch As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Special
|Blood Drain|Change Shape
Incorporeal Form You can become incorporeal for 16 rounds. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
Special
|Blood Drain|Change Shape
A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Special
|Blood Drain|Change Shape
You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d8 points of necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.
Special
|Blood Drain|Change Shape
You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Special
|Blood Drain|Change Shape
You can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 2d6 slashing damage. Those caught in the area receive a Breath save for half damage. Those who fail the save are unable to move for 1 round. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. You can use this ability once per day. This power has a range of 60 feet.
Special
|Blood Drain|Change Shape
You can make a melee attack that causes a living creature to become shaken for 9 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 19 Hit Dice. You can use this ability a number of times per day equal to your Hit Dice, minus 2.
Special
|Blood Drain|Change Shape
A vampire casts no shadows and shows no ref lection in a mirror.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
AlertnessB
Action
Feat 10
Silent Spell
Action
Feat 11
Still Spell
Action
Feat 12
ToughnessB
Action
Feat 13
Weapon Finesse
Action
Feat 2
Blind-Fight
Action
Feat 3
Combat Casting
Action
Feat 4
Combat ReflexesB
Action
Feat 5
DodgeB
Action
Feat 6
Eschew Materials
Action
Feat 7
Extend Spell
Action
Feat 8
Improved InitiativeB
Action
Feat 9
Lightning ReflexesB
Action
Melee 1
slam +8 (1d4+4 plus energy drain)
A tiny, hirsute, unpleasant-looking little man squats here, wearing a burlap tunic and a tiny white cap. Bloodshot eyes beneath bushy brows take in the surroundings with a contemptuous sneer.
Bringer of Nightmares. Believed to be the horrid result of a childbirth in which traditions were flouted, an alp lives to torment anyone it can. It takes particular delight in turning the dreams of sleeping victims into bloodcurdling nightmares as it watches them toss and turn, leering from the edge of the bed. The alp uses its abilities to paralyze its victims as they wake, sitting atop them and forcing them to lie there in utter terror, unable to move or to scream for help before it vanishes.
Farmer's Bane. When not otherwise occupying itself with tormenting the unconscious, an alp gets up to all sorts of evil throughout the night, from draining the cows dry of milk, to returning soiled diapers to infants, to smothering chickens.
Hides in Plain Sight. Whenever people are about, the alp changes its form to that of a small farm creature. However, the tiny white cap which allows the alp to become invisible doesn't change with it, and so the alp tries to restrict itself to the forms of farm animals which are white in color. On occasion, though, in the excitement of the moment, the alp forgets.
Alp's Cap
Wondrous item, uncommon (requires attunement)
While wearing this tiny white cap, you can turn invisible as an action for 2d4 rounds once every three days. Once invisible, you don't know the duration of the invisibility.
5e SRD