Bloodborn (5e Creature)

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Medium undead, neutral evil

Armor Class 13 (natural armour)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

15 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Skills Perception +2, Stealth +4
Proficiency Bonus +2
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 1 (200 XP)

Bloodborn Weaknesses. The bloodborn has the following flaws:
Forbiddance. The bloodborn can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The bloodborn takes 20 acid damage when it ends its turn in running water.
Sunlight Hypersensitivity. The bloodborn takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Drink. Melee Weapon Attack: +4 to hit, reach 5 ft., one target that has less than half its maximum hit points. Hit: The bloodborn regains 7 (2d6) hit points.

Blood holds a special significance to vampires: other creatures need it to live and a vampire's unlife is entirely dependant on its ability to take blood from others. Some vampires use blood to fuel other ambitions, chiefly necromancy, though other creatures can use the blood necromancy of vampires, provided they can somehow learn the secrets from a vampire. The simplest of such creatures to create is a bloodborn: a creature with all of a vampire's thirst for blood but none of its elegance, entirely loyal to the vampire that created it. A bloodborn lacks fangs, but it still thirsts for blood, so most bloodborn carry bladed weapons, eagerly lapping at the vital fluid of their victims in combat.

Undead Nature. A bloodborn doesn't require air.

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