Vampire, Mist Form icon: a fanged vampire
Icon by Delapouite, CC BY 3.0

Vampire, Mist Form 5e stat block

Medium undead (shapechanger), lawful evil · CR 13 · 2024 stat block below

Armor Class
16 (natural armor)
Hit Points
144 (17d8+68)
Speed
0 ft., fly 20 ft.
Challenge
13 (10,000 XP)
Proficiency bonus
+5
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)17 (+3)15 (+2)18 (+4)
Saving throws
Dex +9, Wis +7, Cha +9
Skills
Perception +7, Stealth +9
Damage resistances
necrotic, bludgeoning, piercing, and slashing from nonmagical attacks
Senses
darkvision 120 ft., passive Perception 17
Languages
the languages it knew in life

Traits

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.

Legendary Resistance (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.

Legendary actions

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.

How many vampires (mist form) for a fight?

A vampire (mist form) is worth 10,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many vampires (mist form) fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
9th——1
10th——1
11th—11
12th—11
13th112
14th112
15th123
16th123
17th124
18th235
19th246
20th258

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the vampire (mist form) compares at CR 13

Against the 7 other challenge 13 monsters in the SRD 5.1, the vampire (mist form) has more hit points than 1 of them, which makes it one of the frailest at its CR. See every CR 13 monster.

StatisticVampire, Mist FormCR 13 average
Armor Class1616.9
Hit points144169

Vampire, Mist Form 2024 stat block

The 2024 Monster Manual revised the vampire, mist form, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
16
Hit Points
195 (23d8 + 92)
Speed
5 ft., fly 20 ft. (hover)
Challenge
13 (10,000 XP)
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)17 (+3)15 (+2)18 (+4)
Damage resistances
necrotic
Senses
darkvision 120 ft., passive Perception 17
Languages
Common plus two other languages

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.

Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Vampire Weakness. The vampire has these weaknesses:

Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.

Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.

Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.

Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Bonus actions

Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.

Shape-Shift. If the vampire isn’t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it. While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.

Legendary actions

Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next turn.

Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.

Similar monsters

Browse: all CR 13 monsters · undead · every monster