Dark Devotion. The vampire has advantage on saving throws against being charmed or frightened.
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 four Claw or Scourge attacks in any combination. The vampire can replace one of these attacks with one Bite attack or a use of Bewitching Gaze.
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. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
Scourge. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 15 Constitution saving throw or lose 5 (1d10) at the start of each of its turns from a bleeding wound. Each time the vampire hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Bewitching Gaze. The vampire targets one Humanoid it can see within 30 feet. If the target can see it, the target must succeed on a DC 15 Wisdom saving throw or be charmed by the vampire for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. Each time the vampire or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor. The vampire can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Spellcasting. The vampire casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At will: guidance, light, thaumaturgy
1/day each: bane, bestow curse, command, dispel magic, insect plague, lesser restoration, spirit guardians
Description
"Pale-faced with long dark hair and a lascivious, predatory look on her face, this vampire priestess wears the crimson robes of the Red Sisters. She wields a scourge covered in vicious barbs, and a human skull stained ochre hangs on a chain from her hip."
Servants of Blood.
In the shadowy realms where the influence of the blood gods looms large, vampire spawn priests emerge as formidable and malevolent figures. These unholy beings are devout worshipers of the blood gods, their existence intricately entwined with the dark rites and sacrificial practices that honor their dread deities.
Malevolent Magics.
Vampire spawn priests, though still bound to their vampiric curse, have delved deeper into the dark arts of blood magic and divine invocation. They wield their mastery over both necromantic powers and divine spells granted by their malevolent patrons. Through these profane rituals, they tap into the dark forces of the blood gods, channeling their terrifying might to wreak havoc and sow fear among the lands they infest.
Cult Leaders.
These priests often rise to positions of leadership within blood cults, guiding their zealous followers down a path of darkness and bloodlust. Their persuasive words and alluring promises of power draw in the desperate and disillusioned, creating devoted cults that thrive under their unholy guidance. Within these cults, the vampire spawn priests are seen as divine messengers, their actions guided by the will of the blood gods themselves.
Servants of True Vampires.
Though powerful in their own right, vampire spawn priests often find themselves in servitude to true vampires. They act as concubines, advisers, or lieutenants, assisting their vampiric masters in executing their insidious plans. These unholy alliances bolster the vampire spawn priests' position of influence, granting them access to greater knowledge and darker secrets.
Previous Versions
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