Vampire: Difference between revisions
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| colspan="6" |''Monster Level: 21'' | | colspan="6" |''Monster Level: 21'' | ||
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| colspan="6" |''Medium. [[Undead]] Humanoid'' | | colspan="6" |''Medium. Shapechanger [[Undead]] Humanoid'' | ||
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!'''STR''' | !'''STR''' | ||
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'''Charm.''' ''Ranged 20 ft Natural Weapon''. +6 vs WILL. '''Hit:''' The target is Charmed by the Vampire until the start of the Vampire’s next turn. | '''Charm.''' ''Ranged 20 ft Natural Weapon''. +6 vs WILL. '''Hit:''' The target is Charmed by the Vampire until the start of the Vampire’s next turn. | ||
''' | '''Shapechanger (3/Rest).''' The Vampire assumes the form of a [[Swarm of Bats]], a [[Vampiric Mist]], or a [[Wolf Alpha]]. It retains its HP and AR but otherwise uses the relevant creature’s stats. The vampire may return to its normal form by spending one action. | ||
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! colspan="6" | | ! colspan="6" | | ||
Revision as of 16:42, 24 April 2024
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.
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. 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.
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 | |||||
|---|---|---|---|---|---|
| Monster Level: 21 | |||||
| Medium. Shapechanger Undead Humanoid | |||||
| STR | DEX | END | AWR | INT | CHA |
| 4 | 6 | 2 | 4 | 3 | 6 |
| Ref: 16 | Fort: 12 | Ant: 14 | Log: 13 | Will: 16 | |
| Armor Rating 16 | Resist Occult 5 Immune Necrotic | ||||
| Hit Points 230 | Vulnerable Radiant 2 DR 5/Silvered or Magical Weapons | ||||
| Speed 30 ft, Climb 30 ft | Senses Darkvision 300 ft | ||||
| Traits Iron Will, Steel Mind, Regen 2 | |||||
| Features | |||||
Forbiddance. The Vampire must observe certain restrictions:
Crimson Thirst. Vampires do not need to eat or drink, but for every 3 days they do not use Blood Drain, they lose 20 current and maximum HP. After using Blood Drain at least once per day for a week, their current and maximum HP reset to normal. Shadowy. If the Vampire moves and does not enter bright light during its movement, it cannot be attacked reactively. Vampiric Curse. Any living humanoid who takes damage from Blood Drain three times within 24 hours becomes infected with Vampirism. Unholy Resurrection. If the Vampire dies at nighttime, it turns into a fine mist and floats back to its coffin at a rate of 60 ft on each of its turns. If it does not reach its coffin by dawn, then it dies permanently. If it reaches its coffin before dawn, then it solidifies back into its vampiric form but is still dead. It reawakens at full health at dusk that evening. A Vampire that dies during the daytime turns into mist in this way at dusk the following evening, where it then tries to return to its coffin. When a Vampire is dead and in solid form, it can be staked through the heart and its head cut off and burned to permanently kill it. | |||||
| Actions | |||||
The Vampire can take FIVE of the following actions, or take the same action five times. | |||||
| Move. The Vampire can move up to its speed.
Claws. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 10 (1d8+6) sharp. Charm. Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Charmed by the Vampire until the start of the Vampire’s next turn. Shapechanger (3/Rest). The Vampire assumes the form of a Swarm of Bats, a Vampiric Mist, or a Wolf Alpha. It retains its HP and AR but otherwise uses the relevant creature’s stats. The vampire may return to its normal form by spending one action. | |||||
OR the Vampire can take THREE of the following actions, or take the same action three times... | |||||
| Move. The Vampire can move up to its speed.
Claws. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 10 (1d8+6) sharp. Charm. Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Charmed by the Vampire until the start of the Vampire’s next turn. Shapeshifter (3/Rest). The Vampire assumes the form of a Swarm of Bats, a Vampiric Mist, or a Wolf Alpha. It retains its HP and AR but otherwise uses the relevant creature’s stats. The vampire may return to its normal form by spending one action. | |||||
...AND take ONE of the following actions. | |||||
| Blood Drain. This attack automatically hits targets Charmed or Enthralled by the Vampire. Reach 5 ft Natural Weapon. +4 vs ANT. Hit: 15 (2d10+4) necrotic, and the Vampire regains HP equal to the damage it dealt.
Enthrall (1/Recoup). Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Enthralled by the vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 16 CHA check; on a success, its end the Enthralled condition. A creature that was Enthralled by the Vampire and is no longer Enthralled is immune to this attack and the Vampire’s Charm attack for the next 24 hours. Frighten (Recharge 6). 20 ft Radius Natural Weapon. +6 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn. Creatures of the Night (1/Recoup). The vampire summons 2 (1d4) wolves and 1 (1d2) Swarm of Bats. These creatures are friendly towards the Vampire, obey its mental commands, and take their turn immediately after it in Initiative. | |||||
OR the Vampire can MOVE and take TWO of the following actions, or take the same action twice. | |||||
| Blood Drain. This attack automatically hits targets Charmed or Enthralled by the Vampire. Reach 5 ft Natural Weapon. +4 vs ANT. Hit: 15 (2d10+4) necrotic, and the Vampire regains HP equal to the damage it dealt.
Enthrall (1/Recoup). Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Enthralled by the vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 16 CHA check; on a success, its end the Enthralled condition. A creature that was Enthralled by the Vampire and is no longer Enthralled is immune to this attack and the Vampire’s Charm attack for the next 24 hours. Frighten (Recharge 6). 20 ft Radius Natural Weapon. +6 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn. Creatures of the Night (1/Recoup). The vampire summons 2 (1d4) wolves and 1 (1d2) Swarm of Bats. These creatures are friendly towards the Vampire, obey its mental commands, and take their turn immediately after it in Initiative. | |||||
| Reactions | |||||
| Contest Spell (1/Round; 3/Rest). The Vampire can innately cast the Contest Spell arcane spell. | |||||