Vampire (JJBA Supplement)

From D&D Wiki

Jump to: navigation, search


Medium undead (Vampire), any

Armor Class 16 (Natural Armor)
Hit Points 75 (10d8 + 30)
Speed 40 ft.

19 (+4) 18 (+4) 16 (+3) 15 (+2) 14 (+2) 13 (+1)

Saving Throws Dex +8, Int +6
Skills Acrobatics +8, Nature +6, Perception +6, Performance +5, Sleight of Hand +8, Stealth +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Senses blindsight 120 ft., passive Perception 16
Languages Any one language
Challenge 10 (5,900 XP)

Regeneration. The vampire regains 13 (2d6 + 6) hit points and the start of their turn if they have at least 1 hit point and isn't in sunlight. They may spend 1 spirit point when this happens to double the hit points regained. If the vampire takes radiant damage, this trait doesn't work until the start of their next turn. When they are reduced to 0 hit points, they may spend 1 spirit point to remain at 1 hit point instead. If they would be killed, they must spend 2 spirit points and become incapacitated until the end of their next turn.

Sunlight Hypersensitivity. The vampire takes 7 (2d6) radiant damage at the beginning of each turn they starts their turn in sunlight, or when they enter direct sunlight.

Spirit Points. The vampire has 3 spirit points which they may expend. They regain all spirit points at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. They regain a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under their control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.

Regeneration (1 Spirit Point). If they have at least 1 hit point, the vampire recovers 95 hit points or regains 1 lost limb within 30 ft. of them. They may spend 1 additional spirit point to double these effects.

The evolution from human to new vampire to full vampire, Source [1]

After being pierced by a stone masks created by the Pillar Men, even a basic commoner can become a terrifying force of undead might.

Back to Main Page5e HomebrewCampaign SettingsJoJo's Bizarre Adventure WorldBestiary (JJBA Setting)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!