Elf
Parent Species: Elf

a variant of elf that is vampiric

Vampire (Elf Subspecies) Traits

Shapechanger

If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Rat, or back into its true form.

While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in Rat form, the vampire can’t speak. It has a walking speed of 20 feet. It's statistics remain unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

Legendary Resistance (1/Day)

If the vampire fails a saving throw, it can choose to succeed instead.

Withering Threshold

When reduced to 0 hit points, you do not fall unconscious. Instead, you enter a state of suspended undeath for up to 5 minutes. While in this state:

  • You are incapacitated and cannot move, speak, or take actions.

  • You are aware of your surroundings and can perceive normally.

  • You do not make death saving throws.

  • You cannot be stabilized by any means.

If you have not regained at least 1 hit point by the end of 5 minutes, you wither into ash and are destroyed.

This trait can be used once per long rest.

Regeneration

The vampire regains 1d6 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.

Level 5: 2d6

Level 10: 3d6

Add a d6 every 5 levels (ex. L5, L10, L15 etc.)

Spider Climb

The vampire can climb difficult surfaces, including upside down on ceilings, +2 with advantage to acrobatics.

Vampire Weaknesses

The vampire has the following flaws:

  • Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. If a shop is open to the public, vampires can enter but if closed to public; the building may count as a private residence

  • Memory Echoes. When the vampire takes psychic damage on its turn, it takes an additional 1d6 psychic damage per 5 character levels, as ancient memories flood its mind.

  • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while it is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

  • Blood Starvation. If the vampire does not feed on the blood of a living creature or consume magically preserved blood at least once every 24 hours, it takes 1d6 necrotic damage per 5 character levels at dawn. This damage ignores resistance and immunity. Magically preserved blood must be enchanted within 1 hour of extraction to remain viable.

  • Holy Hypersensitivity. The vampire takes 1d6 radiant damage per 5 character levels when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. The vampire takes 1d6 radiant damage per 5 character levels when it is within 10 feet of a consecrated location, such as a church or sacred holy altar.

*Holy is defined as something a group of NPCs find sacred. 

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