Vampirism, tier 1. The user gains the abilities of a vampire, being able to drink blood using their fangs. The user must survive using blood as their fuel source, requiring every day consumption to maintain themselves. The user can also use their blood to transform non vampires into vampire variants of their original race. The transformed individual becomes a tier 1 vampire as well, becoming effectively mindless troops. The user also becomes vulnerable to the sun, turning to ash in its presence. Tier 1 Vampires take 30d20 to any body part whenever it touches direct sunlight; only the part that touches the sunlight will take damage (If only their fingers touches it, only their will fingers will be incinerated). Vampires under the effects of a Shadow Gale can survive during the day, as long as they stay within its range. The user also can be immediately paralyze if staked through the heart,
Spellcasting. The Vampire (Vak'crun, Tier 1) is a 3-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The Vampire (Vak'crun, Tier 1) can only have 3 of the following spells prepared (Choose 3 for each Vampire (Vak'crun, Tier 1)):
Cantrips (at will): Chill Touch, Mage Hand, Thaumaturgy
1st level (4 slots): Cause Fear, False Life, Burning Hands
2nd level (3 slots): Alter Self, Darkness, Blindness/Deafness
3rd level (2 slots): Vampiric Touch, Animate Dead, Fireball
Multiattack. The Vampire (Vak'crun, Tier 1) is able to attack twice with its weapon. For every successful strike, they heal 25% of the damage dealt rounded down back in health.
Charge. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: (2d8 + 2) [damage type] damage. Allows the user to move an additional 10 ft. if they will be able to reach their target.
Blink, tier 1. The user is able to manipulate the shadows, allowing for them to momentarily disappear before reappearing somewhere else. The user moves instantaneously 15 ft. on the ground. If the user Blinks behind an enemy, it allows for an opportunity attack to be made.
Mistify. The user can temporarily transform a part of themselves into mist, allowing them weapons to phase through them before returning to normal. Only 1 body part can be changed, so multiple body parts being struck at once will result in damage still being done.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A low ranking Vampire, both weak and unintelligent. They blindly follow orders to their deaths, mindlessly following the lead of higher rank Vampires. These Vampires come in many forms, but are distinct for their large quantity inside the vampiric military and the seemingly endless stare from their empty eyes as they follow orders. This is also the starting position for any Vampire, needing to evolve into a tier 2 Vampire. That requirement is a large amount of human blood, about 150 full humans worth. As a result, only a small amount of tier 1 Vampires evolve into tier 2 Vampires.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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