Medium Undead, Typically Lawful Evil
Armor Class 14 (natural armor)
Hit Points 42 (5d8 + 20)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws DEX +4
Skills Acrobatics +4, Deception +3, Performance +3, Persuasion +3
Damage Vulnerabilities Radiant
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages the languages it knew in life
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Explode. When the vampirate is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 5 (1d10) necrotic damage.

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

Unusual Nature. The vampirate doesn’t require air or drink.

Actions

Energy Drain. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 11 (2d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Laser Pistol. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 12 (3d6 + 2) radiant damage.

Description

Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting vessels and feeding on the life energy of those unlucky enough to cross their path.

A vampirate appears as a gaunt figure with milky-white eyes and skin as dry as parchment. A vampirate has fangs like a vampire’s but doesn’t use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by siphoning off its energy from a short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks alive.

Vampirates eat, drink, and sleep because they like to, not because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their ship’s hold as one big coffin and sleep amid their cargo. When they’re not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys.

Some vampirates serve as crew on the ships of non-vampirates, a rare occurrence usually fueled by some mutual gain or goal, and oft with those inclined towards necromancy or similar dark magics who tend the helm. These vampirates will serve as any other crewmate, except that necromantic magics must be infused into the vessel they serve upon in order to offer such beings adequate options for rest and recovery. Usually, a Vampirate Crewmate will charge comparable rate to any other space-farer to serve aboard a vessel, but offer a unique set of skills and abilities which set them apart from the rest. Be wary of such crew, however, as they will generally be fickle in their loyalty, willing to turn on their living crewmates for the right price, oft one not in coin, and will generally cease their service the moment that the arrangement no longer benefits them or furthers their own goals.

Vampirate Crewmates spend far more time among the living, and have become quite adept as passing as anything other than a being of their true monstrous nature. As such, they are far more socially inclined, and more willing to disguise themselves, typically possessing a disguise kit for such a purpose. They will regularly apply makeup, nourish themselves on those who their crew slays, and use whatever garb is necessary to make themselves out to be unremarkable from the rest of the crew as to keep up their facade.

Monster Tags: NPC

Scaarion

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