Echolocation. The ekimmara can't use its blindsight while deafened.
Regeneration. The ekimmara 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 ekimmara is reduced to 10 hit points.
Spider Climb. The ekimmara can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the ekimmara hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.
Multiattack. The ekimmara 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. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage. If the target is a creature other than an undead or a construct, it
must succeed on a DC 16 Constitution saving throw or lose 7 (2d6) hit points at the start of each of its turns due to internal injuries. Each time the ekimmara 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 ekimmara can grapple the target (escape DC 16).
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature that is grappled by the ekimmara, incapacitated or restrained. Hit: 12 (1d10 + 6) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the ekimmara 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.
Invisibility. The ekimmara magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the ekimmara wears or carries is invisible with it.
The ekimmara 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 ekimmara regains spent legendary actions at the start of its turn.
Escape. The ekimmara use Invisibility and may move up to half its speed without provoking opportunity attacks.
Claws (Costs 2 Actions). The ekimmara makes one attack with its claws.
Cruel Slaughter (Costs 3 Actions). The ekimmara makes an attack with its claws against one creature with 0 hit points. If the attack hits, the target must succeed on a DC 16 Constitution saving throw or die. If the target dies, each creature of the ekimmara's choice that is within 60 feet of it and able to see it must succeed on a DC 16 Wisdom saving throw or be frightened of the ekimmara for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the GM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ekimmara's Cruel Slaughter for the next 24 hours.
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.
Ekimmara
“Bah, ain’t nothing to fear. Ekimmaras, why, they ain’t nothing more than overgrown bats.”—Anonymous city guardsman’s last words
Chiropteran Marauder
Like other lesser vampires, ekimmaras are not, despite what village gossips might say, undead humanoids. Unlike their portrayals in ballads and legends, they look nothing like handsome, pale aristocrats with charming eastern accents, though, like katakans or nekurats, their stronger and clever cousins, they do bear a strong resemblance to overgrown bats. They also do not suck blood from the necks of virgins with a delicate, kiss-like bite — they tear them to shreds using long, sharp claws and then slurp the splattered blood off the ground.
Embodiment of Fear
Ekimmara are unusually cruel and exceptionally swift. They are able to quickly land blow after blow capable of smashing even the best dwarven-made armor into tiny shards. They are invulnerable to conventional steel and, therefore should be fought with a magical weapon. One should never attempt to tire them out or, gods forbid, wait for them to bleed to death. Remembering that they can regenerate back health quickly is a crucial point when it comes to slay them. Unfortunately, the legends are wrong and the sun’s rays do not turn these vampires to ash. They are vulnerable to sunlight, however, and when the sun stands at its zenith their regeneration is considerably slowed.
Invisible Scourge
Ekimmara are patient hunters, they hide in the shadows and demonstrate exceptionally acute hearing and can turn invisible, waiting unseen while dread of their unpreventable attack overwhelms their victim. Ekimmara show a true sense of cruelty, for they like to display their kill in public, leaving them in visible places for the mutilated corpse to be found.
Slumbering Fiend
Like most lesser vampires, ekimmaras usually hunt in urban areas at night, choosing a secluded place to hide during daylight hours. If its blood source becomes scarce and no other hunting ground is available, or the ekimmara becomes trapped somewhere, the monster can become dormant. Ekimmara can slumber for an extended period of time, potentially centuries. Adventurers entering a ruin with a past of unexplained bloody killings should make sure they come prepared. Vampire kills never miraculously stop and they might well be the next meal of a very hungry ekimmara.
Ekimmara Scourge
Some very old and powerful ekimmaras reach extraordinary level of cunning and cruelty, they are nicknamed scourge. An ekimmara scourge has a challenge rating of 12 (8,400 XP)
Optional: Mimicry
Ekimmaras base their perception on sound, literally "seeing" the sounds they project. Some rare subspecies have perfected this ability to the point of being able to project their voice, making it originate from a distant point. They use this ability to lure, terrify and isolate preys, cunningly waiting for a group to split up before striking.
- The ekimmara can mimic any sounds it has heard, including voices, and choose a point of origin for the sound within 120 feet of it. They can imitate perfectly the sound of someone in distress, cries of a baby or screams of pain, usually replicating the last sounds of its victims. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.
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