Medium Swarm of Medium undead, Lawful Evil
Armor Class 14 Skin
Hit Points 75 (10d10 + 5)
Speed
STR
18 (+4)
DEX
18 (+4)
CON
20 (+5)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws CHA +7
Damage Vulnerabilities Radiant; Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Necrotic
Condition Immunities Unconscious
Senses Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Kindred. The blood-drinkers who stalk the World of Darkness mostly call themselves Kindred, licks, or Cainites. Thanks to the fall of the Kindred in ages past, they have been reduced to mere euphemisms of garlic-repelled beasts and stake-to-the-heart weaklings. The term "Vampire", once used with the fear and terror that accompanies the creature, is now a derogatory term to these beings. Kindred have two HP bars, superficial and aggravated damage (aggravated damage is half of superficial). Every turn, the vampire heals 1d6 superficial damage.

Weakened. Due to being woken from slumber during the day, the kindred stimulates its body to rouse and fight for its life. Due to the sun, however, most of its abilities will be sealed and its attacks lose their normal ferocity. 

Scene Queen. Kindred with this type of feeding behavior use mental and emotional manipulation to make their prey lower their guard, even opting for mind control once they are strong enough. Charmed individuals take 2 additional points when taking damage. 

 

Actions

Multiattack. The vampire can make two attacks. One of these attacks can be a Kiss. 

Bite. The vampire sinks their fangs into their victim's exposed skin. Melee, 5ft. +2 to hit. 1d6 piercing damage. The target must make a contested Athletics or Acrobatics check against the vampire's strength. Upon failure, the vampire latches on the target. A successful hit on a vampire in this scenario can dislodge the victim from its bite. 

Feed. Requires the victim to be Bitten first. The vampire sucks their victim's blood. Melee, +5 to hit. 2d6 damage. Half of that damage will heal the vampire's aggravated damage bar. 

Kiss. The Kiss of a vampire induces near-ecstasy in mortals, but this power leaves other Kisses in the dust. Once kissed, the mortal must make a CHA saving throw or be charmed until the start of their next turn. If in melee range, the DC is 14. If at range, the vampire blows a kiss at them, at DC12. 

Bonus Actions

Allure. The vampire beckons a creature they have charmed to come closer. The charmed creature must use all their movement speed to be by the vampire's side.

Reactions

Opportunity Attack. The vampire can make one melee attack if a hostile creature leaves its range. 

Legendary Actions

Majesty. To experience Majesty is to be in the presence of the divine - or the infernal. Once the superficial health pool is depleted, the vampire immediately amplifies their countenance to supernatural levels. It starts as a sweet invitation; the promise of heaven one can only get by submitting to her. However, dread seeps into the fantasy and they are left with despair and fear. All creatures in the vicinity must make a CHA saving throw of DC15 or be Feared until the vampire's next turn. 

CapWckG02

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