Vampire Spawn: Difference between revisions

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Vampires are the original children of the night. They possess myriad powers from summoning [[mist]] and nocturnal animals to charming their adversaries to climbing on walls or polymorphing into an animal themselves. Vampires drink humanoid blood and must do so with some regularity in [[order]] to maintain their greatest level of power. This often leads them to try taking over some town or city so that they have easy access to their lifeblood.
Evolved from the vicious m’l’ykkri of Ancerra, born from Lilith’s vile machinations, or synthesized under Dracula’s insistence in Frankenstein’s laboratory, vampires come in many varieties, but are united in their power, ferocity, and malice. They possess myriad powers from summoning [[mist]] and nocturnal animals to charming their adversaries to climbing on walls. Vampires drink humanoid blood and must do so with some regularity in [[order]] to maintain their greatest level of power. This often leads them to try taking over some town or city so that they have easy access to their lifeblood.


Vampires are also incredibly difficult to truly [[kill]]. When a [[vampire]] dies at night, its body dissolves into mist and floats back to its coffin. If it reaches its coffin before dawn, then it solidifies back into its vampiric form and returns to its semblance of life fully revived at dusk the following evening.
Ancerran, Croftian, and Draculean vampires each have different strengths and weaknesses. Ancerran vampires tend to possess a bestial cunning, but are vulnerable to running water. Croftian vampires are especially skilled at commanding fiends, but they are vulnerable to silver. Draculean vampires, however, are objectively the strongest of the three, as Dracula’s synthesized form of [[Vampirism]] deliberately stripped away the impurities of Ancerran Vampirism, resulting in a pure, powerful strain.


Killing a Vampire during the day prevents the Vampire from turning into mist and returning to its coffin until nightfall, which makes permanently killing it significantly easier. Once a Vampire is temporarily dead, either in its coffin or elsewhere, it must be pounded through the heart with a wooden stake and its head must be cut off and burned.
Vampires are incredibly difficult to truly [[kill]]. When a [[vampire]] dies at night, its body dissolves into mist and floats back to its ancestral soil. If it reaches its soil before dawn, then it solidifies back into its vampiric form and returns to its semblance of life fully revived at dusk the following evening. Killing a vampire during the day prevents the vampire from turning into mist and returning to its ancestral soil until nightfall, which makes permanently killing it significantly easier.


Aside from possessing formidable battlefield prowess, Vampires are also very charismatic and madly driven by their own goals. Many Vampires are motivated by political influence and want to control as large of an area as possible, but some may have different motivations.
Aside from possessing formidable battlefield prowess, vampires are also very charismatic and madly driven by their own goals. Many vampires are motivated by political influence and want to control as large of an area as possible, but some may have different motivations.


=== Vampire Spawn ===
=== Vampire Spawn ===
When a creature is turned into a Vampire, it must survive for a variable period of a few months to a few years before it gains full vampiric power. In this interim time, it is known as a Vampire Spawn. Vampire Spawn are generally quite loyal to the Vampire that sired them, and even after Vampire Spawn grow into full Vampires they may remain in collaboration with or subservience to their progenitor.
When a creature is turned into a Vampire, it must survive for a variable period of a few months to a few years before it gains full vampiric power. In this interim time, it is known as a Vampire Spawn. Vampire Spawn are generally quite loyal to the Vampire that sired them, and even after Vampire Spawn grow into full Vampires they may remain in collaboration with or subservience to their progenitor.
== CC Stat Block ==
{| class="creature"
{| class="creature"
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| colspan="6" |'''Blood Drain.''' ''Reach 5 ft Natural Weapon''. +2 vs ANT. '''Hit:''' 7 (1d10+2) necrotic, and the Vampire regains HP equal to the damage it dealt.
| colspan="6" |'''Blood Drain.''' ''Reach 5 ft Natural Weapon''. +2 vs ANT. '''Hit:''' 7 (1d10+2) necrotic, and the Vampire regains HP equal to the damage it dealt.
'''Frighten (Recharge 6).''' ''20 ft Radius Natural Weapon''. +4 vs WILL of each creature in the radius. '''Hit:''' The creature is Frightened until the end of its next turn.
'''Frighten (Recharge 6).''' ''20 ft Radius Natural Weapon''. +4 vs WILL of each creature in the radius. '''Hit:''' The creature is Frightened until the end of its next turn.
|}
== VotEN Stat Block ==
=== Failed Vampire ===
Before Dracula’s unique strain of Vampirism, the vampires of Ancerra constantly had to seek out blood or risk shriveling into gaunt, bestial versions of themselves. These failed vampires resemble common, garden-variety [[zombies]] at a distance: Their flesh is rotting, they shamble with a staggering gait, and they often make guttural, hungry noises. Once such a creature closes in, however, the victim may notice the “zombie’s” sharp fangs or bloodred eyes. By the time they see these details, it may already be too late.
{| class="creature"
|+
! colspan="6" |
=== Vampire Spawn ===
|-
| colspan="6" |''Monster Level: 13''
|-
| colspan="6" |''Medium. [[Undead]] Humanoid''
|-
!'''STR'''
!DEX
!END
!AWR
!INT
!CHA
|-
!3
!5
!2
!2
!1
!4
|-
|
!Ref: 15
!Fort: 12
!Ant: 12
!Log: 11
!Will: 14
|-
| colspan="6" |
|-
| colspan="3" |'''[[Armor]] Rating''' 14
| colspan="3" |'''Resist''' [[Occult]] 5 '''Immune''' Necrotic
|-
| colspan="3" |'''Hit Points''' 110
| colspan="3" |'''Vulnerable''' Radiant 2 '''DR''' 5/Silvered or Magical [[Weapons]]
|-
| colspan="3" |'''Speed''' 30 ft, Climb 30 ft
| colspan="3" |'''Senses''' Darkvision 300 ft
|-
| colspan="3" |
| colspan="3" |'''Traits''' Iron Will, Steel Mind, Regen 2
|-
| colspan="6" |
|-
! colspan="6" |Features
|-
| colspan="6" |'''Limited Vampirism.''' The Vampire Spawn follows the forbiddances of Ancerran, Croftian, or Draculean Vampirism as defined in the vampire template.
'''Crimson Thirst.''' Vampire Spawns do not need to eat or drink, but for every 3 days they do not use Blood Drain, they lose 20 current and max HP. After using Blood Drain at least once per day for a week, their current and max HP reset to normal.
'''Undead Thrall.''' The Vampire Spawn is permanently Enthralled to the vampire that created it. This condition cannot be removed by any means other than drinking the blood of its creator.
'''Bound in Death.''' If the Vampire that created the Vampire Spawn dies while the Spawn is Enthralled, the Spawn instantly dies.
|-
! colspan="6" |Actions
|-
| colspan="6" |''On each of Vampire Spawn’s turns, it may take one of the following sets of actions.''
* ''Take four Tier 1 actions.''
* ''Take two Tier 1 actions and one Tier 2 action.''
* ''Take two Tier 2 actions.''
|-
! colspan="6" |Tier 1 Actions
|-
| colspan="6" |'''Move.''' The Vampire Spawn can move up to its speed.
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 9 (1d8+5) sharp.
|-
! colspan="6" |Tier 2 Actions
|-
| colspan="6" |'''Blood Drain.''' ''Reach 5 ft Natural Weapon.'' +2 vs ANT. '''Hit:''' 7 (1d10+2) necrotic, and the Vampire Spawn regains HP equal to the damage it dealt.
'''Frighten (Recharge 6).''' ''20 ft Radius Natural Weapon.'' +4 vs WILL of each creature in the radius. '''Hit:''' The creature is Frightened until the end of its next turn.
|}
|}

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