Energy Vampire: Difference between revisions

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(Created page with "__NOAUTOLINKS__ ''Source: Harker's Guide to Vampire Hunting'' If you have ever encountered someone so dull that every word they say feels like nails on a chalkboard, you might have run into an energy vampire. Energy vampires are not too dissimilar from regular vampires, but differ in that they drain energy instead of blood, doing so by boring people to death or causing irritation on purpose. Unlike their bloodthirsty cousins, energy vampires can walk in daylight withou...")
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Revision as of 17:21, 19 February 2025


Source: Harker's Guide to Vampire Hunting

If you have ever encountered someone so dull that every word they say feels like nails on a chalkboard, you might have run into an energy vampire. Energy vampires are not too dissimilar from regular vampires, but differ in that they drain energy instead of blood, doing so by boring people to death or causing irritation on purpose. Unlike their bloodthirsty cousins, energy vampires can walk in daylight without issue and look like an average person, though they aren’t nearly as viscous as their counterparts.

Energy Vampire
Monster Level: 14
Medium. Undead Humanoid Shapechanger (Psionic)
STR DEX END AWR INT CHA
2 3 2 3 4 4
Ref: 13 Fort: 12 Ant: 13 Log: 14 Will: 14
Armor Rating 14 Resist Occult 5 Immune Necrotic
Hit Points 96 Senses Darkvision 300 ft
Speed 30 ft Traits Iron Will, Steel Mind, Regen 2
Features
Vampirism. The Energy Vampire applies the Ancerran, Croftian, or Draculean vampire template, but is not affected by sunlight.

Dull Thirst. Energy Vampires do not need to eat or drink, but for every 3 days they do not use Energy Drain, they lose 20 current and max HP. After using Energy Drain at least once per day for a week, their current and max HP reset to normal.

Vampiric Curse. Any living humanoid who takes damage from Energy Drain three times within 24 hours becomes infected with Vampirism, turning them into an Energy Vampire if they die while infected.

Actions
On each of Energy Vampire’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.
Tier 1 Actions
Move. The Energy Vampire can move up to its speed.

Bore. Reach 10 ft Natural Weapon. +4 vs WILL. Hit: 7 (1d6+4) psychic as the Energy Vampire rattles on about something uninteresting.

Tier 2 Actions
Energy Drain. Reach 5 ft Natural Weapon. +2 vs WILL. Hit: 7 (1d10+2) necrotic, and the Energy Vampire regains HP equal to the damage it dealt. The target also becomes Demoralized until the end of the Energy Vampire’s next turn. If it was already Demoralized, it gains Fatigue instead.

Dull Speech (Recharge 5). 20 ft Radius Natural Weapon. +4 vs WILL of each creature in the radius. Hit: The creature is Demoralized until the end of its next turn as the Energy Vampire starts a boring speech. If it was already Demoralized, it becomes Staggered instead.