Failed Vampire

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Source: Harker's Guide to Vampire Hunting

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.

Failed Vampire
Monster Level: 10
Medium. Undead Humanoid Shapechanger
STR DEX END AWR INT CHA
4 3 3 2 -1 3
Ref: 13 Fort: 13 Ant: 12 Log: 9 Will: 13
Armor Rating 13 Resist Occult 2 Immune Necrotic
Hit Points 80 Vulnerable Radiant 2, Bleeding 1, Burning 1
Speed 20 ft, Climb 20 ft Senses Darkvision 300 ft
Traits Iron Will, Steel Mind
Features
Vampirism. The Failed Vampire applies the Ancerran, Croftian, or Draculean vampire template.

Drawn to Blood. The Failed Vampire’s speed increases by +5 ft if it is moving towards a Bloodied creature that it can see.

Shambling Dead. When the Failed Vampire is reduced to 0 HP and is not reduced to 0 HP by a critical hit, or by damage to which it is Vulnerable, the creature that hit it rolls 1d20. On a roll of 5 or lower, the Failed Vampire falls Prone and regains 1 HP. On a roll of 8 or higher, the Failed Vampire dies.

Actions
On each of Failed Vampire’s turns, it may take one of the following sets of actions.
  • Take three Tier 1 actions.
  • Take one Tier 1 action and one Tier 2 action.
Tier 1 Actions
Move. The Failed Vampire can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +4 vs AR. Hit: 8 (1d8+4) sharp.

Tier 2 Actions
Blood Drain. Reach 5 ft Natural Weapon. +4 vs ANT. Hit: 15 (2d10+4) necrotic, and the Failed Vampire regains HP equal to the damage it dealt.

Frighten (Recharge 6). 20 ft Radius Natural Weapon. +3 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.

Reactions
Exploit (1/Round). The Failed Vampire can Exploit.