Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The vampire doesn't require air.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
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.
Multiattack. The vampire makes two Claw attacks. It can replace one Claw attack with one Bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage, plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage, plus 5 (2d4) psychic damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
Mind Siphon (Recharge 5–6). The vampire targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts.
Spellcasting (Psionics). The vampire casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: message
3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action.
Description
"Before you stands a humanoid creature, but its skin is deathly pale, which clings tightly to the skeletal-thin creature's bones. Shadows seem to cling to its form, swirling and writhing as if alive. The air around it crackles with a faint, pulsating energy, almost like the resonance of distant whispers in your mind."
Psionic Spawn.
The Mind Drinker Vampire Spawn, a rare and formidable breed, represents a twisted evolution of the traditional vampire spawn. Born from the unholy union of darkness and psychic energy, these creatures possess unique powers that delve deep into the realms of shadows and the manipulation of mortal minds.
Shadow Slip.
Unlike their counterparts, Mind Drinker Vampire Spawn possess an innate affinity for the shadows. They can meld seamlessly with the darkness, becoming one with its shifting tendrils. Through this unholy bond, they gain the ability to traverse shadows as easily as walking, granting them unparalleled stealth and mobility.
Benders of Wills.
However, their most feared ability lies in their power over the minds of mortals. Mind Drinker Vampire Spawn possess an uncanny talent for delving into the thoughts and memories of their victims. With a touch of their ethereal presence, they can pry open the mental fortresses of those unfortunate enough to cross their path. Through subtle manipulation, they can plant insidious suggestions or drive mortals to madness, asserting their dominion over both body and soul.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/27/2023 3:04:21 PM
|
6
|
1
|
--
|
Coming Soon
|
|
|
12/18/2023 7:52:10 PM
|
3
|
1
|
--
|
Coming Soon
|
|
|
12/25/2023 1:01:47 PM
|
4
|
1
|
--
|
Coming Soon
|
Comments