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Vampire, Bat FormCR 13 · Medium Undead · Stat Block & Encounter Builder

Medium undead, Challenge 13. AC 16, 144 hit points.

Armour Class
16
Hit Points
144
Speed
5 ft.
Challenge
13 · 10,000 XP
Alignment
Lawful Evil

The card

Stat Block

Medium Undead · Lawful Evil

Vampire, Bat Form

AC
16
HP
144
CR
13

17d8 + 68 · 5 ft., fly 30 ft. · AC from natural armor

Darkvision 120 ft., passive Perception 17

Languages: the languages it knew in life

STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)17 (+3)15 (+2)18 (+4)

Traits

Damage ResistancesNecrotic, bludgeoning, piercing, and slashing from nonmagical weapons
ShapechangerIf 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 ResistanceIf the vampire fails a saving throw, it can choose to succeed instead.
Misty EscapeWhen 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.
RegenerationThe 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 ClimbThe vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire WeaknessesThe 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

BiteMelee 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.
CharmThe 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 NightThe 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.

How to actually run it

Tactics

The stat block tells you what it can do. This tells you what to do with it.

1Legendary Resistance means it can auto-pass failed saves a few times a day. Expect your first control spells to be shrugged off — plan around it.
2It is a legendary creature with 3 legendary actions between turns; fight it in its lair and it is far more dangerous than the stat block alone.

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Encounter Difficulty

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How bad is this fight?

Real DMG maths — XP thresholds by level, and the group multiplier that makes crowds so much worse than the raw total suggests.

Could kill someone — and at high enough numbers, the whole party.

Difficulty

Deadly

80,000 adj. XP · ×2

deadly at 1,600

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Counsel

Vampire, Bat Form, Answered

What is Vampire, Bat Form's challenge rating in D&D 5e?

Vampire, Bat Form is Challenge 13, worth 10,000 XP. Encounter maths multiplies XP by the number of monsters, so a group is deadlier than the raw total — use the calculator on this page.

What are Vampire, Bat Form's stats?

AC 16 (natural armor), 144 hit points (17d8 + 68), speed 5 ft., fly 30 ft.. Ability scores: STR 18, DEX 18, CON 18, INT 17, WIS 15, CHA 18.

What is Vampire, Bat Form resistant to?

Vampire, Bat Form is resistant to necrotic and bludgeoning, piercing, and slashing from nonmagical weapons. Pick a damage type it does not shrug off.

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