Homebrew Aquatic Vampire Species Details
Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Aquatic Vampire Traits
The Aquatic Vampire has the following abilities, granted by their undead nature.Shapechanger
If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a quipper, a kraken or a Medium cloud of mist, or back into its true form.
While in quipper form, the vampire can't speak; it is a tiny beast with a swim speed of 40 feet. In kraken form, the vampire can’t speak, it is a monstrosity with a walking speed of 20 feet, and it has a swimming speed of 50 feet. Its statistics, other than its size and its speed, are unchanged. Its bite deals 3d8 and the extra necrotic damage it deals is 6d6 damage. 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 water form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a walking and climbing speed of 20 feet, can enter a hostile creature’s space and stop there. In addition, if water can pass through a space, the water can do so without squeezing, and it can pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Watery Escape
When it drops to 0 hit points outside its resting place, the vampire transforms into a pool of water (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight. If it can’t transform, it is destroyed.
While it has 0 hit points in water form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration
The vampire regains 20 hit points 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 this trait doesn’t function at the start of the vampire’s next turn.
Vampire Weaknesses
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack
The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike
The vampire can make unarmed strikes. If it hits with them, it can deal bludgeoning damage equal to 1d8 + its Dexterity modifier. Instead of dealing damage, the vampire can grapple the target (escape DC 13 + your Proficiency bonus).
Bite
Its fangs are natural weapons, which it can use to make unarmed strikes. If it hits with them, you deal piercing damage equal to 1d6 + your Dexterity modifier plus 3d6 necrotic damage, instead of the bludgeoning damage normal for an unarmed strike. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm
The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a Wisdom saving throw against this magic or be charmed by the vampire. The DC of the save equals 8 + your proficiency bonus + your Charisma modifier. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night
The vampire magically calls 1d6 swarms of poisonous snakes or quippers, provided that the sun isn’t up. While outdoors, the vampire can call 3d4 reef sharks or crocodiles instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Ability Score Increase
One stat of your choice increases by 1 and one stat increases by 2.
Darkvision
You can see in dim light within 120 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 Resistances
The vampire has resistance to Necrotic damage, as well as Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Natural Armor
The vampire has a natural armor of 16 while it is not wearing any other armor.
Vampiric Talents
You have proficiency in the Perception and Stealth skills.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/1/2021 8:37:24 PM
|
2
|
2
|
1
|
Coming Soon
|
Comments