Homebrew Vampire, Zendikar Species Details

Born into ancient servitude and bred to a life of deca-dent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures—an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperate-ly battling to remain free. On the other side are those vampires whose legacy reaches back into the deepest recesses of history. Bound once more to the Eldrazi who were their ancient masters, those vampires hunt their kin in an effort to extinguish any dreams of free-dom and rebellion.Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of mo-rality, but believe that the strong can and should take what they need from the weak.Between the Living and the DeadThe vampires of Zendikar are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns pro-trude from their shoulders and elbows, often augment-ed by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them.

IMPORTANT: I do not own the rights to this race. It is owned by the writers of the Plane Shift books.

Vampire, Zendikar Traits

Below you will find the features of the race.

Ability Score Increase

Your Intelligence score increases by 1, and your Charisma score increases by 2.

Alignment

Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their blood-chiefs inclines them toward a lawful alignment.

Size

Vampires are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your heritage, you have su-perior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Vampiric Resistance

You have resistance to necrotic damage.

Blood Thirst

You can drain blood and life ener-gy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing dam-age and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the ne-crotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finish-es a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see “A Zendikar Bestiary”).

Languages

You can speak, read, and write Common and Vampire.

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