Vampiric Vanguard

Medium undead, neutral evil

Armor Class 14 (natural armor)
Hit Points 127 (15d8 + 60)
Speed 40 ft., climb 20 ft.

19 (+4) 16 (+3) 18 (+4) 11 (+0) 10 (+0) 8 (–1)

Saving Throws Dex +6, Wis +3
Skills Athletics +7, Acrobatics +6, Perception +3
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life Challenge 7 (2,900 XP)
Proficiency Bonus +3


  • Bloodthirsty. When the vampiric vanguard is below half its hp maximum, it has advantage on all melee attack rolls against creatures that aren’t Constructs or Undead.
  • Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Undead Nature. The vampiric vanguard doesn’t require air.
  • 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 when it ends its turn in running water.
    • Tragic Champions. Vampire lords often transform vanquished paladins and other protectors of light into vampiric vanguards, reveling in the horrid juxtaposition between life and undeath while utilizing their warriors’ spirit.
    • Bloodthirsty Regeneration. The vanguard’s unique transformation grants it powerful jaws and claws that are longer than most vampires. Vanguards put these to good use because, unlike other vampires, they cannot regenerate wounds without drinking blood or eating flesh. The vanguards survive their own wounds only if they fight and devour their opponents.
    • Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
    • 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.


  • Multiattack. The vampire vanguard makes one Bite attack and two Claw attacks. If the vanguard hits one target with both Claw attacks, the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) slashing damage, and the vampire regains hp equal to that amount.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target’s hp maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


  • Fleet of Foot. The vampire takes the Dash action.


Vampire lords animate many undead creatures to serve their various needs. Skeletons and zombies serve as frontline troops for their armies, while vampire spawn serve as devoted aide-de-camps who carry out orders unerringly. Vampiric vanguards make excellent shock troops and line breakers, destroying the flesh and spirit of their foes with enormous claws.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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