Vampires are not only classic fantasy villains but one of the most iconic enemy types in all ofDungeons & Dragons. This is largely thanks to the success of the Ravenloft module, originally written by Tracy and Laura Hickman and adapted for the fifth edition into the Curse of Strahd module.

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Out of all of the adventures published by Wizards of the Coast for fifth edition, nearly all dungeon masters and players alike agree that Curse of Strahd is the best. While due credit is given to the original authors and adapters of this adventure, a large part of the adventure’s success comes from its vampire villain. Vampires are arguably the most interactive monsters in the entirety of the game due to the long list of weaknesses they possess. Let’s take a look at how to best defeat them.

7Attack From A Residence

The first of a Vampire’s long list of weaknesses is its inability to enter a residence without first being granted permission by an occupant. Using this weakness, you can take shelter in a building currently serving as a home in order to avoid a vampire’s wrath.

If the creature doesn’t leave you alone once you enter the residence, it’s easy enough toshower it with ranged attacksfrom inside. Of course, the vampire can make ranged attacks against you as well or make an attempt at destroying the home in question. Either way, a residence will provide an adventuring party going toe-to-toe with a vampire a level of security from their attacks even if it might be short-lived.

Vampire plays organ among statues

6Fight Near Running Water

One of the lesser-known flaws of vampires is that they are severely injured by sources of running water. As far as Dungeons & Dragons is concerned, a vampire that ends its turn in running water takes 20 acid damage. Not too shabby for a babbling brook, huh?

For this reason, it can prove advantageous to confront vampires in locations where your party has access to a source of running water such as a river or stream. These areas can provide protection from melee attacks to your party members lest the vampire risk taking a fair amount of damage. If you happen to have spells or abilities that control enemy movement, all the better.

sepulcher ghoul

5Keep To Daylight

Probably the most well-known of vampiric weaknesses is their aversion to the sun. Vampires who start their turn in daylight not only take 20 radiant damage at the beginning of their turn but also have disadvantage on attack rolls and ability checks. In other words, vampires are pretty much useless as long as the sun remains shining.

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Unfortunately, many areas that vampires frequent aren’t especially sunny. For instance, the Curse of Strahd adventure takes place in a Domain of Dread located in the Shadowfell where sunlight never shines. If you happen to be facing vampires in an adventure where there is access to daylight, know that you’re at least safe there from the vampire itself.

4Bring Charm Immunity

While vampires aren’t quite capable of mind control, their ability to charm opponents comes pretty close. This ability forces the target to make a DC 17 Wisdom saving throw that, upon failure, forces them to regard the vampire as “a trusted friend to be heeded and protected”.

In other words, if your whole party is attacking a vampire and someone becomes charmed by it, they’re probably going to turn into your enemy as well. Consequently, it’s important to bring a spell like Calm Emotions that can do away with the charmed condition unless you fancy killing your friends or vice versa.

D&D Curse Of Strahd - Roc Attack at Tsolenka Pass

3Cast Sunlight Spells

Remember the vampire’s weakness to daylight? As it turns out, players can take maximum advantage of this weakness thanks to a small number of spells that create actual sunlight. These spells include Dawn, Sunbeam, and Sunburst.

Strangely enough, the third-level Daylight spell doesn’t actually create true sunlight, so stay away from that one unless your dungeon master decides tohomebrew a change. Using these spells, you can put maximum pressure on a vampire by taking advantage of their greatest weakness. Just don’t be surprised when it comes for your throat in retribution.

Curse Of Strahd - Escher and the three brides

2Use Radiant Damage And Holy Water

While vampires aren’t vulnerable to radiant damage or holy water, these sources will prevent them from being able to regenerate. This is a huge deal as, without a radiant damage source of exposure to holy water, a vampire regains 20 hit points at the start of each of its turns.

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Worse yet, vampires from especially wicked dungeon masters might not even be able to be slain unless they are first exposed to radiant damage or holy water. Talk about a living nightmare.

1Locate Their Resting Place Or Trap Their Misty Form

Speaking of slaying vampires, the only way to truly finish one off is by finding its resting place. When a vampire is slain, it turns into a cloud of mist that can not be harmed and immediately flies back to wherever it calls its resting place.

After an hour spent in its resting place, the vampire regains one hit point and begins to plot its inevitable revenge. If you can’t manage to find a vampire’s resting place, you can also slay the creature by trapping its misty form using spells such asWall of Force or Force Cage. Thankfully, slain misty vampires who don’t return to their resting place within two hours of dying ultimately perish.

Curse Of Strahd - Gates Of Barovia

mage shocks zombies with lightning on roof

Dungeons And Dragons - Curse Of Strahd - Strahd Von Zarovich