| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +11 |
| DEX | 16 | +3 | +3 |
| CON | 22 | +6 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +8 |
| CHA | 18 | +4 | +9 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Celestial Predator. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Solar Empowered. While in bright light or direct sunlight, the vampire gains the following benefits: it regains 25 hit points at the start of its turn (instead of 15 from Regeneration), its melee attacks deal an extra 7 (2d6) radiant damage, it has advantage on Strength checks and saving throws, and it can use its Pounce as a bonus action.
Regeneration. The vampire regains 15 hit points at the start of its turn if it has at least 1 hit point. This trait doesn’t function until the start of its next turn if the vampire takes necrotic damage.
Predator’s Grasp. When the vampire hits a creature with its Claws, it can attempt to grapple the target (escape DC 18). The vampire can grapple up to two creatures at once. A creature grappled by the vampire is restrained.
Relentless Hunter. The vampire has advantage on attack rolls against creatures it has grappled or knocked prone.
Sacred Hunger. When the vampire uses its Bite, the effect depends on the target’s alignment. If the target is evil, the vampire regains the maximum possible hit points from the attack and deals an extra 10 (3d6) necrotic damage. If the target is neutral, the attack functions normally. If the target is good, the vampire takes 21 (6d6) radiant damage and has disadvantage on attack rolls and saving throws until the end of its next turn.
Multiattack. The vampire makes three attacks: two with its Claws and one with its Bite.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. If the target is Large or smaller, the vampire can activate Predator’s Grasp.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature grappled by the vampire, incapacitated, or willing. Hit: 10 (1d8 + 6) piercing damage plus 21 (6d6) necrotic damage. The vampire regains hit points equal to the necrotic damage dealt, modified by Sacred Hunger.
Roar of Sekhmet (Recharge 5–6). The vampire unleashes a divine leonine roar. Each creature of its choice within 20 feet must make a DC 17 Wisdom saving throw. On a failure, a creature is frightened for 1 minute and knocked prone. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. On a success, the creature isn’t frightened and isn’t knocked prone.
Pounce. The vampire moves up to half its speed without provoking opportunity attacks. If it ends this movement within 5 feet of a creature, it can make a Claws attack. On a hit, the target must succeed on a DC 18 Strength saving throw or be knocked prone.
The vampire can take 3 94 in lair) legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Claw Attack. The vampire makes one Claws attack.
Move. The vampire moves up to half its speed without provoking opportunity attacks.
Crushing Grip (Costs 2 Actions). One creature grappled by the vampire takes 14 (4d6) bludgeoning damage and 10 (3d6) necrotic damage.
Solar Flare (Costs 3 Actions). The vampire releases a burst of solar energy. Each creature of its choice within 15 feet takes 18 (4d8) radiant damage and must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. While in sunlight, this ability deals an extra 9 (2d8) radiant damage.
Description
A Vampire of Sekhmet no longer resembles a mortal merely touched by divine power—it is a being forged by it.
Their presence is overwhelming. Their body is sculpted like a living statue of war, every movement carrying the weight of absolute confidence and predatory certainty. Their skin, darkened by years beneath the desert sun, is threaded with glowing golden fissures—like cracks in stone revealing radiant fire beneath. These markings pulse slowly, in time with a heartbeat that sounds more like a distant war drum than a mortal rhythm.
Their face is unmistakably human, yet sharpened by something ancient and regal. High cheekbones, strong jaw, and eyes of burning gold that seem to judge rather than merely see. When they bare their teeth, their elongated lion-like canines gleam, thick and powerful—tools not of subtle feeding, but of decisive execution.
Their hair is often worn in long, tightly bound braids or locs adorned with gold rings, beads, and sacred charms. In battle, it moves like a living mane, catching the light of the sun. Behind them, a radiant aura forms more clearly than in their lesser kin—a blazing, spectral lion’s mane of solar fire that flickers and roars with each motion.
The air around them is hot. Not metaphorically—literally. Sand shifts at their feet, heat ripples distort their outline, and their shadow burns sharp and dark against the ground, as though the sun itself refuses to look away from them.
When they fight, they do not lunge wildly.
They advance.
Relentless. Inevitable.
Like the sun crossing the sky.
Lore
Those who survive long enough as Spawn of Sekhmet—proving their discipline, their restraint, and their unwavering devotion to justice—are elevated into something far greater.
They become Vampires of Sekhmet.
This transformation is not simply a matter of time, but of judgment. It is said that Sekhmet herself watches her chosen, measuring not only their strength, but their wisdom. Those who give in to cruelty, excess, or dishonor burn out, their divine essence consumed by their own failure. But those who uphold balance—who hunt only the wicked, who protect the innocent, who endure the burden of their hunger without faltering—are granted a deeper infusion of divine power.
At this stage, the hunger changes.
It is no longer a need.
It is a weapon.
A Vampire of Sekhmet can draw strength from the blood of the corrupt, purging evil not just through death, but through consumption—devouring wickedness as an offering to their goddess. In ancient texts, they are sometimes called “The Red Judges”—beings who deliver both sentence and execution in a single act.
They are often tasked with:
- Guarding sacred temples and hidden sanctuaries
- Hunting powerful undead or fiends that threaten the balance
- Acting as divine enforcers against tyrants, warlords, and blasphemers
- Serving as champions in times of great crisis
Unlike their lesser forms, they are rarely stationary. They roam.
Wherever corruption festers, wherever blood is spilled unjustly, wherever the balance tilts too far into chaos—one may appear.
Not as a monster.
But as a reckoning.
Behavior & Presence
A Vampire of Sekhmet does not question its purpose—it embodies it.
- It prioritizes evil creatures instinctively, often ignoring others unless challenged
- It will confront enemies directly, preferring open combat over deception
- It uses overwhelming force, but with precision—not cruelty
- It rarely retreats unless its mission demands survival
However, they are not mindless enforcers. They are capable of:
- Conversation
- Judgment
- Mercy
They may speak to a party before attacking, testing their intent:
- Asking why they trespass
- Demanding truth
- Offering a chance to prove themselves
If the party proves just, the vampire may:
- Allow passage
- Offer guidance
- Even fight alongside them
If not…
It does not rage.
It does not scream.
It simply advances, golden eyes burning, and passes judgment.
Myth & Fear
Among desert cultures, stories of these beings are spoken with both reverence and dread:
- “The sun itself hunts the wicked.”
- “If your shadow feels heavy, it has seen you.”
- “Do not pray for mercy—pray to be worthy of it.”
Some believe that when a Vampire of Sekhmet walks beneath the sun, it is not drawing power from it…
…but returning it.
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