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↓ Attributes

Vampire

 

Born From Darkness: With your weakness to the light comes great benefit in the dark. you have darkvision up to 120 Ft

Undead: the creature is considered undead and with that is vulnerable to Radiant dmg and is resistant to Necrotic dmg. They do not need sleep, air, or food, and the only drink that sustains them is humanoid blood. They are affected as such by spells, items and abilities that function differently when used on the undead. For example, Cure Wounds has no effect on them, and they're subject to the secondary effect of Chill Touch.

Shapechanger: If the vampire isn't in sun light or running water, it can use its action to Polymorph into a Tiny bat or a Medium cloud of dark mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any Actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water or Sunlight.


Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses: The vampire has the following flaws:

Forbiddence: The vampire can't enter a Residence without an invitation from one of the occupants.
Reflectionless: the vampire does not cast a shadow nor do they have a reflection in any mirrored service.

Harmed by water: The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart : If a piercing weapon made of wood is driven into the Vampire's heart, the vampire is paralyzed until the stake is removed. Driving a stake through a Vampire's heart takes an action, and requires that the Vampire be willing, incapacitated or restrained. If a Vampire suffers a critical hit from a wooden weapon, that weapon has a 20% chance of piercing the Vampire's heart. This chance is reduced to 10% if the Vampire is wearing medium armor or benefiting from a mage armor spell

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack Rolls and Ability Checks.
Eternal Thirst: Vampires gain a bite attack that deals 1d6 Piercing damage +STR Modifier. The target's maximum hit points are reduced by an amount equal to the damage dealt until the target completes a long rest. If the target is a willing, incapacitated, or restrained humanoid, the Vampire has an opportunity to drink blood from the target, and recovers the same amount of hit points (up to HP maximum) that the opponent lost from the bite (if the tagets full hit points are drained by you then you regain full health and lose your exhaustion levels due to Lack of feeding)

Every night that the Vampire goes without drinking blood, the starvation causes them to gain 1 level of Exhaustion that cannot be removed by any means except for drinking blood. A pint of specially-prepared, bottled humanoid blood counts as a Potion of Healing when consumed by a Vampire, and removes 1 level of Exhaustion caused by Thirst for Blood. Each successful use of the Vampire's bite attack against a willing, incapacitated or restrained humanoid removes 1 level of Exhaustion caused by Thirst for Blood. Bottles of stored blood can be created with a DC 10 Intelligence (Alchemy tools) check. Each check requires a pint of fresh humanoid blood (either drawn from a living victim or from a corpse. Each check takes 5 minutes of work drawing the blood. If the check succeeds, a 3 bottles of blood are created, and will last indefinitely without drying or spoiling. If the check fails, no item is created and the materials are wasted.

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