Mother of Vampires

Medium undead (shapechanger), lawful evil

Armor Class 21 (natural armor)
Hit Points 437 (46d8+230)
Speed 45 ft., fly 60 ft.

20 (+5) 25 (+7) 20 (+5) 22 (+6) 21 (+5) 23 (+6)

Saving Throws Dex +14, Int +13, Wis +12, Cha +13
Skills Arcana +13, Deception +13, Insight +12, Intimidation +13, Perception +12, Stealth +14
Damage Resistances cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 22
Languages Common, Deep Speech, Draconic, any 10 languages; telepathy 200 ft.

Challenge 24 (62,000 XP)


  • Innate Spellcasting. The vampire’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the vampire fails a saving throw, she can choose to succeed instead.
  • Life Stealer (5/Day). By spending an action and bonus action, the vampire breathes inward, sucking away the life force of creatures within 40 feet of her. Creatures in the area of effect must succeed on a DC 21 Constitution save or take 21 (6d6) necrotic damage; half of this damage is granted to the vampire as temporary hit points. A successful saving throw reduces the necrotic damage by half. Damage dealt this way cannot be healed with the use of magic and is only restored when a creature takes a short or long rest. Creatures reduced to 0 hit points from this trait die and rise the next evening as a vampire under her control.
  • Master of Undeath. The vampire can use a bonus action to impose her will on an undead creature she can see. The creature makes a DC 21 Charisma saving throw or falls under the vampire’s control (as dominate monster but without concentration).
  • Misty Escape. When she drops to 0 hit points outside her resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn’t in sunlight or running water. If the vampire can’t transform, she is destroyed. While she has 0 hit points in mist form, the vampire can’t revert to her vampire form, and she must reach her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. The vampire is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, the vampire regains 1 hit point.
  • Overshadow the Sun. By spending 10 minutes performing a secretive ritual, the vampire draws cataclysmic energies from the Shadow Plane to create darkness in a 1-mile radius for up to 5 hours. This effect is treated as a spell of 9th level.
  • Regeneration. The vampire regains 20 hit points at the start of her turn if she 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 her next turn.
  • Shapechanger. If the vampire isn’t in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form. While in bat form, the vampire can’t speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. The vampire’s statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. The vampire reverts to her true form if she dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. She 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 she can’t pass through water. The vampire has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.
  • Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Unholy Strength. The vampire can enter a domicile uninvited when she succeeds on a DC 20 Wisdom saving throw. In addition, for the first minute of being staked, at the end of each round she makes a DC 20 Constitution saving throw, ignoring paralysis from the stake on a success.
  • 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 10 acid damage if she ends her turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while she is incapacitated in her resting place, she is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. The vampire takes 10 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.


  • Multiattack (Vampire Form Only). The vampire attacks once with her bite and three times with unarmed strikes.
  • Bite (Bat or Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature grappled by the vampire, incapacitated, or restrained. Hit: 13 (1d6+5) piercing damage plus 21 (6d6) necrotic damage. Necrotic damage dealt this way cannot be healed with the use of magic and is only restored when a creature takes a short or long rest, and the vampire regains hit points equal to the necrotic damage dealt. Creatures reduced to 0 hit points from this effect die and rise the next evening as a vampire under her control.
  • Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. The vampire can choose to grapple the target (escape DC 20) instead of dealing damage.
  • Charm. The vampire targets one humanoid she can see within 30 feet. If the target can see the vampire, the it must succeed on a DC 21 Wisdom saving throw against this magic or be charmed by her. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under her control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for her bite attack. Each time the vampire or her 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 Darkness (3/Day). The vampire summons 2d4 vampire spawn that appear after 1d4 rounds. These creatures disappear after 1 hour.
  • Children of the Night (3/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, she can call 3d6 wolves or 2d4 dire wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying her spoken commands. The beasts remain for 1 hour, until the vampire dies, or until she dismisses them as a bonus action.


The Mother of Vampires 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. She regains spent legendary actions at the start of her turn.

  • Move. The vampire moves up to her speed without provoking opportunity attacks.
  • Unarmed Strike. The vampire makes one unarmed strike.
  • Bite (Costs 2 Actions). The vampire makes one bite attack.
  • Casts a Spell (Costs 2 Actions). The vampire casts a spell.


The original victim of vampirism, the Mother of Vampire’s sickness began as a magical curse and became more when primitive attempts to alleviate the ailment transformed her—though like everything else from her mortal life, how this came to pass has been lost to time. In the millenia since she has gained power and influence with every vampire spawned, her servants spread across the world. After countless centuries of slaughter she is chiefly concerned with being entertained, usually by doomed fools that mean to slay her. The Mother of Vampires toys with her foes, giving them false hope so that their the blood is at its sweetest.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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