Shapechanger. If the katakan isn't in sunlight, it can use its action to polymorph in to a Medium humanoid or back into its true form. While in humanoid form, its statistics, are the same. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Blood Scent. The katakan can automatically smell blood within the range of its blindsight. The katakan can't use its blindsight while deafened and unable to smell.
Regeneration. The katakan regains 20 hit points at the start of its turn if it has at least 1 hit point. During daylight hours the regeneration of the katakan is reduced to 10 hit points.
Vampire Weaknesses. The vampire has the following flaws:
Blood Addiction. In the presence of the blood of its favorite type of prey the vampire has disadvantage on blood frenzy saving throws.
Garlic Aversion. The vampire has a strong aversion to the smell of garlic, it cannot use its blindsight when garlic is present within its blindsight range and if the vampire comes within 5 feet of a clove of garlic it is poisoned until it leaves the area.
Sunlight Hypersensitivity. While in sunlight, the vampire has disadvantage on attack rolls and ability checks.
Multiattack. The katakan makes three melee attacks, only one of which can be a bite attack or it makes two melee attack and turn invisible before or after the attack.
Claws (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 18 Constitution saving throw or lose 7 (2d6) hit points at the start of each of its turns due to internal injuries. Each time the katakan hits the wounded target with this attack, the damage dealt by the wound increases by 7 (2d6). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Instead of dealing damage, the katakan can grapple the target (escape DC 16).
Bite (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature that is grappled by the katakan, incapacitated or restrained. Hit: 14 (1d10 + 8) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the katakan regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Greater Invisibility. The katakan magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the katakan wears or carries is invisible with it.
The katakan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The katakan regains spent legendary actions at the start of its turn.
Ethereal Stride. The katakan moves up to its speed without provoking opportunity attacks. The katakan can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its move inside an object.
Bite (Costs 2 Actions). The katakan makes one bite attack.
Darkness (Costs 2 Actions). The katakan casts darkness, no concentration requiered.
Fear the Night (Costs 2 Actions). The katakan targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw. On a failure, when the creature is in dim light or darkness, it is frightened and can't regain hit points. The curse lasts until it is removed by the remove curse spell or similar magic.
Savage (Costs 3 Actions). The katakan makes a claws attack against each creature within 10 feet of it.
Description
Vampire
Contrary to popular belief, monsters are not all alike. Like people, individual members of the same species can each have their own unique traits, preferences and weaknesses. A good example of this is the many species of vampires, some very different from the others, and only connected by their mandatory diet: fresh blood. Vampires are often referred as of the lower or higher variant. There seem to be some disagreement in the academic world as to what makes a vampire belong to either category. Most scholar qualifies a vampire of higher ascendancy when they show the ability to shapechange into a humanoid, but other base their assumption on their intelligence and capacity to use magical abilities. Other deny entirely the aforementioned classifications and state that higher vampires are an entirely different species, immortal and human looking.
Blood Addiction
When a vampire loses control of itself because of its Blood Addiction weakness the vampire enters a state called blood frenzy. In order to control itself near a source of blood, the vampire must make a DC 15 Wisdom saving throw, on a failed save it loses control and enters blood frenzy. The blood frenzy ends when the vampire use its bite attack successfully and inflicts necrotic damage to a target, unless noted otherwise in its individual description. If a vampire's saving throw is successful or the effect ends for it, the vampire is immune to the blood frenzy for the next 24 hours. While under the blood frenzy the vampire gains the following:
- The vampire shapeshifts back to its vampire form and cannot use its shapechanger feature until the frenzy ends.
- The vampire has advantage on melee weapon attack rolls, but attack rolls against it have advantage until the frenzy ends.
- The vampire cannot use its Innate Spellcasting or Spellcasting feature until the frenzy ends.
- The vampire becomes immune to the charmed and frightened condition until the frenzy ends.
Katakan
"Great Mother, protect us from evil, from unclean devils and foul demons, and most of all from the clutches of katakans and nekurats...” — Fragment of a prayer
Higher Hybrid. If ekimmara embrace the feral side of vampires and bruxae their manipulative minds, katakans and their more dangerous kin, nekurats, are the frightening combination of both. Katakans are higher vampires, the most dangerous kind. They ally the strength and ferocity of their lesser kind and the intellect of their higher kin. Katakans are shapechangers as well, capable to pass for perfectly humans if they desire so, or to change into a monstrous hybrid of an enormous bat with long fangs and even longer talons.
Sofisticated Taste. Katakans on the hunt hide in the shadows, using their power of invisibility until they are ready to strike. Of all the vampire breeds katakans are the most selective when it comes to their prey. Katakans almost exclusively feed on one specific type of victim, depending on the vampire's own taste. Young and fair noblewomen, drunkards loaded on vodka, leprose's blood, all are very plausible delicacies for the vampire. A katakan will go to great lengths to fulfill its addiction, infiltrating mortal society and assuming a common identity or securing a haven close to its blood source.
Empowered by Darkness. Katakans are notably smarter and more powerful than ekimmaras. Their power only increases at night, and so an adventurer should take additional precautions if they hunt one at those late hours. Alternatively, the hunter should wait for daylight, so the katakan’s natural regeneration is impaired. When hunting a katakan it is imperative to remember one simple fact: you will not get the drop on him and it is very likely that you are already being stalked. Katakans are invulnerable to steel, regenerate quickly, and demonstrate acute hearing. They also demonstrate an exceptionnal sense of smelling, for they are able of identifying the blood of their favorite prey over great distances, much like sharks. However, for all their strengths, katakan have one very common weakness, garlic. They find its smell simply revolting and even feel sick in its close vicinity. Much of the popular beliefs that all vampires are allergic to garlic comes from stories involving katakan.
Unique Habits. To paint an average picture of a katakan's lair is a futile task, for there is as many types of lairs as there is of katakans. Few monsters show such a sense of individuality. They are loners by essence and will very seldomly associate with other vampires, unless they can be bribed with a constant blood source, or feel threaten by a foe they cannot overcome. Most katakans will not even entertain the idea, and such unlikely alliances are always short-lived.
Supernatural Smelling
Katakans are known for their ability to smell and track their favorite prey over great distances. Though not necessarily reflected in term of rules, it should be clear that they can detect preys from very far, potentially several miles away, depending on the conditions. This is especially true when it comes to the scent of blood. If you wish to confine the ability to a more defined set of rules we suggest replicating the effects of the locate creature spell. This ability should also be impeded by the katakan profound disgust for garlic's smell.
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