Vampire, Eastern (5e Creature)

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Vampire, Eastern[edit]

Medium undead (shapechanger), lawful evil


Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 16 (+3) 14 (+2) 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9
Skills Arcana +8, Deception +9, Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages the languages it knew in life
Challenge 13 (10,000 XP)


Shapechanger. If the vampire isn't in sunlight, it can use its action to polymorph into a Large tiger or back into its true form. While in tiger form, the vampire can't speak and its walking speed is 40 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 when it dies.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Invisible Escape. When it drops to 0 hit points outside its resting place, the vampire is forced to become invisible 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 invisible 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. 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.

Pounce (Tiger Form Only). If the vampire moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the vampire can make one bite attack against it as a bonus action.

Vampire Weaknesses. The vampire has the following flaws:
Aromatic Forbiddance. The vampire can't enter a residence if there is burning incense and myrrh inside. In addition, the vampire is also repelled by a garland made of rosemary or ivy.
Bamboo Stake to the Heart. If a piercing weapon made of bamboo is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire dies.
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.

ACTIONS

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, prone, or restrained. Hit: 9 (1d10 + 4) piercing damage plus 9 (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.

Hold. 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 DC 17 Wisdom saving throw against this magic or be paralyzed by the vampire.
Each time the vampire or the vampire's minions 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 Dark Forest (1/Day). The vampire magically calls 2d4 swarms of insects, provided that the sun isn't up. While outdoors, the vampire can call 1d6 tigers 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.


LEGENDARY ACTIONS

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.
Claw. The vampire makes one claw attack.
Bite (Costs 2 Actions). The vampire makes one bite attack.

The eastern vampire is very similar to its common, western cousin. There are, however, differences in culture, abilities and appearance that distinguish the two strains of undead. While the oriental vampire appears human at first glance, slightly feral features and faintly luminous skin make it appear slightly inhuman. What is most remarkable about the creature’s appearance is its claw-like fingernails, which are always from five to twelve inches in length; any of them that are cut or broken regenerate as the vampire sleeps. Although most eastern vampires have dark hair and eyes, rare examples of this race have lighter hair and western features. It is the strain of vampirism that is eastern, not necessarily the individual vampire. Eastern vampires are not repelled by garlic or harmed by running water.

Lonely Undead Sages. Eastern vampires prefer to live in austere and lonely abodes. They are particularly fond of living near sweeping moors, jagged mountain peaks, desert wastes, and other powerful but bleak natural formations. Unlike their western counterparts, eastern vampires are not particularly attracted to graveyards, churches, or the like, so long as they have enough of their burial soil available to sleep upon. Although their homes are austere in nature, these vampires never live too far from trading roads or an area of human habitation, as they prefer not to have to travel too far in their pursuit of sustenance. Eastern vampires are most commonly encountered in distant oriental countries. However, a few bold vampires have been found travelling in several western kingdoms. Several eastern vampires have claimed to be mortal sages, thus inspiring frequent pilgrimages to their lairs. Many such wisdom seekers find only their deaths at the end of these journeys unless they swear to become their servants.

Hierarchical Vampires. Although eastern vampires are solitary creatures, preferring to spend the vast majority of their time in meditation or pursuing intellectual studies, such creatures do have a rigid social hierarchy. Exactly how a vampire comes to have status among its fellow vampires is unclear to all save the vampires themselves. The monsters display their ranks by painting and affixing jewels to their long fingernails. The more austere and minimal the decoration, the higher the vampire stands in its society, apparently those of lower status feel the need to display their wealth and artistic abilities in a more blatant manner. In general, eastern vampires care little for the world of mortals, viewing such creatures as cattle. Pleas for mercy inevitably fall on deaf ears, for why should the vampire show mercy to what it perceives to be food?

Undead Nature. An eastern vampire doesn't require air.


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