Magic Resistance: The Vampithid has advantage on saving throws against spells and other magical effects.
Spider Climb: The Vampithid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
Regeneration: The Vampithid regains 20 hit points at the start of its turn if it has at least 1 hit point. If the Vampithid takes radiant damage this trait doesn’t function at the start of the Vampithid’s next turn.
Legendary Resistance (3/Day): If the Vampithid fails a saving throw, it can choose to succeed instead.
Innate Spellcasting: The Vampithids innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate, charm, mage hand
1/day each: gaseous form, invisibility, sleep, disguise self
Vampithid Weaknesses:
Stake to the Heart. If a piercing weapon made of wood is driven into the Vampithid’s heart while the Vampithid is incapacitated in its resting place, the Vampithid is paralyzed until the stake is removed.
Sunlight Hypersensitivity: While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack: The Vampithid makes two attacks, only one of which can be a bite attack.
Claw Attack: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage.
Tentacles: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Vampithid, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target must make a con save dc 17 or become infected. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vampithid regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
Mind Blast (Recharge 5–6): The Vampithid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Vampithid 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 vampire regains spent legendary actions at the start of its turn.
Move (1 action): The Vampithid moves up to its speed without provoking opportunity attacks.
Tentacle Attack ( 1 Action): The Vampithid makes one tentacle attack.
Bite (Costs 2 Actions): The Vampithid makes one bite attack.
Description
A Vampithid is a hybrid of an illithid and a vampire. Allowing a illithid tadpole to turn a vampire results in the hybrid aberration. The creature has no desire to feed on the thoughts of it prey, rather it is fueled by its need for blood and in turn infecting those it feeds on.
Those who become infected have very little time to cure themselves before the transformation takes hold, turning them into a Vampithid. Each bite injects a aberation tadpole into the victim, but instead of seeking the brain of the victim the tadpole borrows to the heart and feeds. As it grows its tentacles spread along the vascular system slowly taking the victim over. The victim is aware of the transformation as it loses control of it muscle movement, until the tadpole consumes the heart taking its place and forcing its tentacles out the front of the victims face.
The Vampithid take the strength of vampire and the metal prowess of the illithid, while avoiding some of the vampires weaknesses.
Comments