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Traduzione mostri: Vampire
Traduzione AI: Vampire
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=== Vampire ===
=== Vampire ===\n''Media non morto (mutforma), legale malvagio''\n\n'''Classe Armatura''' 16 (armatura naturale)\n\n'''Punti Ferita''' 144 (17d8+68)\n\n'''Velocità''' 9,1 m\n\n{| class="wikitable"\n! FOR\n| DES\n| COS\n| INT\n| SAG\n| CAR\n! ---------\n| ---------\n| ---------\n| ---------\n| ---------\n| ---------\n! 18 (+4)\n| 18 (+4)\n| 18 (+4)\n| 17 (+3)\n| 15 (+2)\n| 18 (+4)\n|}\n\n'''Tiri Salvezza''' Dex +9, Wis +7, Cha +9\n\n'''Abilità''' Percezione +7, Furtività +9\n\n'''Resistenze ai Danni''' necrotrico; contundenti, perforanti, and taglienti from nonmagical attacks\n\n'''Sensi''' visione al buio 36,6 m, Percezione passiva 17\n\n'''Linguaggi''' the languages it knew in life\n\n'''Grado di Sfida''' 13 (10,000 PE)\n\n****'''Shapechanger'''**'''. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Minuscola bat or a Media cloud of mist, or back into its true form.\n\nWhile in bat form, the vampire can't speak, its walking speed is 1,5 m, and it has a flying speed of 9,1 m. 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.\n\nWhile in mist form, the vampire can't take qualsiasi actions, speak, or manipulate objects. It is weightless, has a flying speed of 6,1 m, can hover, and can enter a hostile creatura'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 Forza, Destrezza, and Costituzione salvezza tiri, and it is immune to all nonmagical danni, except the danni it takes from sunlight.\n\n'''**'''Resistenza Leggendaria (3/Day)'''**'''. If the vampire fails a salvezza tiro, it can choose to succeed instead.\n\n'''**'''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 privo di sensi, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\n\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must portata its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralizzato 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.\n\n'''**'''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 radiante danni or danni from holy water, this trait doesn't function at the start of the vampire's next turn.\n\n'''**'''Camminare sui Muri'''**'''. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\n\n'''**'''Vampire Weaknesses'''**'''. The vampire has the following flaws:\n\n''Forbiddance''. The vampire can't enter a residence without an invitation from one of the occupants.\n\n''Harmed by Running Water''. The vampire takes 20 acido danni if it ends its turn in running water.\n\n''Stake to the Heart''. If a perforanti arma made of wood is driven into the vampire's heart while the vampire is incapacitato in its resting place, the vampire is paralizzato until the stake is removed.\n\n''Ipersensibilità alla Luce Solare''. The vampire takes 20 radiante danni when it starts its turn in sunlight. While in sunlight, it has svantaggio on attacco rolls and ability checks.\n\n###### Azioni\n\n'''**'''Multiattacco (Vampire Form Only)'''**'''. The vampire makes two attacks, only one of which can be a bite attacco.\n\n'''**'''Unarmed Strike (Vampire Form Only)'''**'''. ''Attacco con Arma da Mischia:'' +9 per colpire, portata 1,5 m, una creatura. ''Colpito:'' 8 (1d8+4) contundenti danni. Instead of dealing danni, the vampire can grapple the bersaglio (escape DC 18).\n\n'''**'''Bite (Bat or Vampire Form Only)'''**'''. ''Attacco con Arma da Mischia:'' +9 per colpire, portata 1,5 m, one willing creatura, or a creatura that is afferrato by the vampire, incapacitato, or trattenuto. ''Colpito:'' 7 (1d6+4) perforanti danni plus 10 (3d6) necrotrico danni. The bersaglio's hit point maximum is reduced by an amount equal to the necrotrico danni taken, and the vampire regains hit points equal to that amount. The reduction lasts until the bersaglio finishes a long rest. The bersaglio dies if this effect reduces its hit point maximum to 0. A umanoide slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.\n\n'''**'''Charm'''**'''. The vampire targets one umanoide it can see within 9,1 m of it. If the bersaglio can see the vampire, the bersaglio must succeed on a DC 17 Saggezza salvezza tiro against this magic or be ammaliato by the vampire. The ammaliato bersaglio regards the vampire as a trusted friend to be heeded and protected. Although the bersaglio 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 bersaglio for the vampire's bite attacco.\n\nEach time the vampire or the vampire's companions do anything harmful to the bersaglio, it can repeat the salvezza tiro, 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 bersaglio, or takes a bonus action to end the effect.\n\n'''**'''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.\n\n###### Azioni Leggendarie\n\nThe vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatura's turn. The vampire regains spent legendary actions at the start of its turn.\n\n'''Move'''. The vampire moves up to its speed without provoking opportunity attacks.\n\n'''Unarmed Strike'''. The vampire makes one unarmed strike.\n\n'''Bite (Costs 2 Azioni)'''. The vampire makes one bite attacco.\n\n{{Licenza|versione=5.1}}\n[[Categoria:Mostri]]\n[[Categoria:SRD 5.1]]
''Medium undead (shapechanger), lawful evil''
 
'''[[:Categoria:Classi|classe]] Armatura''' 16 (natural armor)
 
'''Punti Ferita''' 144 (17d8+68)
 
'''Velocità''' 30 ft.
 
| STR    | DEX    | CON    | INT     | WIS    | CHA    |
|---------|---------|---------|---------|---------|---------|
| 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 15 (+2) | 18 (+4) |
 
'''Tiri Salvezza''' Dex +9, Wis +7, Cha +9
 
'''Abilità''' Percezione +7, Furtività +9
 
'''Danno Resistances''' necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
 
'''Senses''' darkvision 120 ft., passive Percezione 17
 
'''Linguaggi''' the languages it knew in life
 
'''Challenge''' 13 (10,000 XP)
 
'''''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 Forza, Destrezza, and Costituzione saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
 
'''''Legendary Resistenza (3/Day)'''''. If the vampire fails a saving throw, it can choose to succeed instead.
 
'''''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
 
'''''Multiattack (Vampire Form Only)'''''. The vampire makes two attacks, only one of which can be a bite attack.
 
'''''Unarmed Strike (Vampire Form Only)'''''. ''Arma da Mischia Attacco:'' +9 to hit, reach 5 ft., one creature. ''Colpito:'' 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
 
'''''Bite (Bat or Vampire Form Only)'''''. ''Arma da Mischia Attacco:'' +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. ''Colpito:'' 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 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Saggezza 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.
 
'''''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.
 
###### Legendary Actions
 
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
 
'''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.
 
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
<!-- Originale: Vampire -->
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<!-- Tradotto AI 2026-07-03 -->

Versione delle 21:17, 3 lug 2026

=== Vampire ===\nMedia non morto (mutforma), legale malvagio\n\nClasse Armatura 16 (armatura naturale)\n\nPunti Ferita 144 (17d8+68)\n\nVelocità 9,1 m\n\n{| class="wikitable"\n! FOR\n| DES\n| COS\n| INT\n| SAG\n| CAR\n! ---------\n| ---------\n| ---------\n| ---------\n| ---------\n| ---------\n! 18 (+4)\n| 18 (+4)\n| 18 (+4)\n| 17 (+3)\n| 15 (+2)\n| 18 (+4)\n|}\n\nTiri Salvezza Dex +9, Wis +7, Cha +9\n\nAbilità Percezione +7, Furtività +9\n\nResistenze ai Danni necrotrico; contundenti, perforanti, and taglienti from nonmagical attacks\n\nSensi visione al buio 36,6 m, Percezione passiva 17\n\nLinguaggi the languages it knew in life\n\nGrado di Sfida 13 (10,000 PE)\n\n****Shapechanger**. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Minuscola bat or a Media cloud of mist, or back into its true form.\n\nWhile in bat form, the vampire can't speak, its walking speed is 1,5 m, and it has a flying speed of 9,1 m. 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.\n\nWhile in mist form, the vampire can't take qualsiasi actions, speak, or manipulate objects. It is weightless, has a flying speed of 6,1 m, can hover, and can enter a hostile creatura'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 Forza, Destrezza, and Costituzione salvezza tiri, and it is immune to all nonmagical danni, except the danni it takes from sunlight.\n\n**Resistenza Leggendaria (3/Day)**. If the vampire fails a salvezza tiro, it can choose to succeed instead.\n\n**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 privo di sensi, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\n\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must portata its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralizzato 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.\n\n**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 radiante danni or danni from holy water, this trait doesn't function at the start of the vampire's next turn.\n\n**Camminare sui Muri**. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\n\n**Vampire Weaknesses**. The vampire has the following flaws:\n\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\n\nHarmed by Running Water. The vampire takes 20 acido danni if it ends its turn in running water.\n\nStake to the Heart. If a perforanti arma made of wood is driven into the vampire's heart while the vampire is incapacitato in its resting place, the vampire is paralizzato until the stake is removed.\n\nIpersensibilità alla Luce Solare. The vampire takes 20 radiante danni when it starts its turn in sunlight. While in sunlight, it has svantaggio on attacco rolls and ability checks.\n\n###### Azioni\n\n**Multiattacco (Vampire Form Only)**. The vampire makes two attacks, only one of which can be a bite attacco.\n\n**Unarmed Strike (Vampire Form Only)**. Attacco con Arma da Mischia: +9 per colpire, portata 1,5 m, una creatura. Colpito: 8 (1d8+4) contundenti danni. Instead of dealing danni, the vampire can grapple the bersaglio (escape DC 18).\n\n**Bite (Bat or Vampire Form Only)**. Attacco con Arma da Mischia: +9 per colpire, portata 1,5 m, one willing creatura, or a creatura that is afferrato by the vampire, incapacitato, or trattenuto. Colpito: 7 (1d6+4) perforanti danni plus 10 (3d6) necrotrico danni. The bersaglio's hit point maximum is reduced by an amount equal to the necrotrico danni taken, and the vampire regains hit points equal to that amount. The reduction lasts until the bersaglio finishes a long rest. The bersaglio dies if this effect reduces its hit point maximum to 0. A umanoide slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.\n\n**Charm**. The vampire targets one umanoide it can see within 9,1 m of it. If the bersaglio can see the vampire, the bersaglio must succeed on a DC 17 Saggezza salvezza tiro against this magic or be ammaliato by the vampire. The ammaliato bersaglio regards the vampire as a trusted friend to be heeded and protected. Although the bersaglio 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 bersaglio for the vampire's bite attacco.\n\nEach time the vampire or the vampire's companions do anything harmful to the bersaglio, it can repeat the salvezza tiro, 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 bersaglio, or takes a bonus action to end the effect.\n\n**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.\n\n###### Azioni Leggendarie\n\nThe vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatura's turn. The vampire regains spent legendary actions at the start of its turn.\n\nMove. The vampire moves up to its speed without provoking opportunity attacks.\n\nUnarmed Strike. The vampire makes one unarmed strike.\n\nBite (Costs 2 Azioni). The vampire makes one bite attacco.\n\n

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.

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