Halfling Vampire (5e Creature)

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Halfling Vampire[edit]

Small undead (shapechanger), neutral evil


Armor Class 16 (natural armor)
Hit Points 75 (10d6 + 40)
Speed 25 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 14 (+2) 12 (+1) 14 (+2)

Saving Throws Dex +7, Wis +4
Skills Perception +4, Stealth +7
Proficiency Bonus +3
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 14
Languages the languages it knew in life
Challenge 5 (1,800 XP)


Brave. The vampire has advantage on saving throws against being frightened.

Halfling Nimbleness. The vampire can move through the space of any creature that is of a size larger than it.

Regeneration. The vampire regains 10 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 or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny woodland creature or a Medium cloud of smoke, or back into its true form. Common woodland creatures include badgers, skunks, squirrels, and beavers.
While in beast form, the vampire can't speak, its walking speed is 30 feet, it has a burrowing speed of 10 feet and a climbing speed of 20 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 smoke form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't 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

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampiric Weaknesses. The vampire has the following special flaws:
Forbiddance. The vampire can't enter a room where a hearth is burning.
Harmed by Rain. The vampire takes 20 acid damage if it ends its turn in the rain.
Repelled by Pipeweed. The scent of burning of pipe repels the vampire, and it cannot approach within 20 feet of a burning pipe.
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.
Stake to the Heart. If a piercing weapon made from wood burning in a home fire's hearth is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is destroyed.

ACTIONS

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Bite (Beast or Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. 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.

Shortsword (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage.

Sling (Vampire Form Only). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.


A halfling with the Vampire template applied to it.

Few races enjoy life and the basic comforts of a quiet, peaceful existence more than the halflings. Thus, when one of these fine creatures is driven into a life of evil by the preying of some sinister vampire, the world suffers a great loss.
The halfling vampire has the same physical characteristics that living halflings do; being slightly plump, standing only about four feet high, and being marked by a florid complexion and tufts of hair on the backs of their hands and tops of their feet. They tend to dress in dark clothes, however, shunning the happy and colorful garb of their living kin.

Halfling vampires shun the comforts of physical life that were so dear to them before their transformation. They live in dark and dreary places that do not serve to remind them of the happiness they have left behind. Their loss of happiness and contentment has led them to despise all those who are able to curl up before a crackling fire with a good story and a mug of ale, driving them to do what they can to shatter the complacent lives of other halflings whenever they can.

Halfing vampires lack the Charm and Children of the Night abilities of other vampires.

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