Vampire Elf (5e Creature)

From D&D Wiki

Jump to: navigation, search

Vampire Elf[edit]

Medium undead (elf, shapechanger), lawful evil


Armor Class 16 (studded leather)
Hit Points 136 (16d8 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 13 (+1) 11 (+0)

Skills Deception +4, Nature +7, Perception +5, Stealth +8
Proficiency Bonus +4
Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 15
Languages the languages it knew in life
Challenge 10 (5,900 XP)


Innate Spellcasting. The vampire's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire can innately cast the following spells, requiring no material components:

3/day each: entangle, spike growth
1/day: wall of thorns

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 moonlight or harmed by tree sap. 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 moonlight or running water, it can use its action to polymorph into a Small eagle, a Large giant eagle, or back into its true form. While in eagle form, the vampire can’t speak, its walking speed is 10 feet, and it has a flying speed of 60 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.

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

Tree Escape. Once on each of its turns, the vampire can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 1 mile of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger and it must have seen or touched the destination plant at least once. Within 1 day of the vampire using this ability, both the trees begins to wither, dying after 1 month. Additionally, when it drops to 0 hit points outside its resting place, the vampire is pulled towards the nearest tree and ejected into its coffin, provided the vampire isn’t in moonlight. Once in its resting place it is 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.

Vampiric Weaknesses. The vampire has the following flaws:
Barred by Petals. The vampire can’t cross or interact with a line of fresh flower petals picked within the last day.
Black Thumb. Any nonmagical plant the vampire touches withers. Tiny plants die instantly, but Small or Medium plants die over a day, while Large or bigger plants take up to a week to perish.
Harmed by Sap. The vampire takes 5 acid damage if struck with sap from a deciduous tree.
Moonlight Hypersensitivity. The vampire takes 10 radiant damage when it starts its turn outside during the night. This damage is doubled in moonlight, and while in moonlight, the vampire has disadvantage on attack rolls and ability checks.
Stake to the Heart. If a piercing weapon made of burnt wood or charcoal 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.

ACTIONS

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

Bite (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) 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.

Scarring Touch (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage and the target’s Charisma score is reduced by 1d4. The target falls unconscious if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Instead of dealing damage, the vampire can grapple the target (escape DC 17).

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the vampire must make a DC 17 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute and its speed is reduced to 0. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the vampire is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the vampire’s Horrific Appearance for the next 24 hours.
Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the vampire.

Children of the Woods (1/Day). While outside, the vampire magically calls 3d8 eagles or 3d6 wolves. 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.


The vampire elf is a really tragic creature, for when someone from a race that so loves nature, beauty and goodness turns to evil and death, the world has lost much. The evil that lurks within the elven vampire is so overwhelming that it forces the creature to transform the vital, living forests around it into places of death and decay. Unlike all other types of vampire, the elvish variety cannot move among others of its kind freely. The evil that has twisted the creature’s spirit has also wrought havoc on its fair features. Thus, elvish vampires appear as twisted and scarred mockeries of this beautiful and graceful race. Because of this, they often dress in dark robes and wear garments or masks designed to hide their appearance from the world. Unlike other vampires, the elven vampire can move freely during daylight. It is the moonlight that harms this type of vampire.

Bane of Forests. Elven vampires despise the living world that they have left behind. The sight of thriving woody and blooming flowers that once thrilled them has now been replaced by a hate of all that is vital and fair. The areas they inhabit reflect this, for they will always be in groves or forests with diseased trees, dying plants, and infertile soil. No attempt to raise crops or cultivate the land near an elven vampire’s lair will be tolerated by the wrathful creature.

Terror of Elvenkind. Like all undead, the elven vampire is not a part of the living world. It has no place in the land of the living and, knowing this, seeks to corrupt or destroy all that it encounters. Because of this, even the dreaded drow fear these creatures greatly.
Any elf or half-elf who falls to the bite attack of an elven vampire will rise again as an elven vampire so long as the body is intact after three days. If the body has been destroyed or mutilated, the transformation is averted, and the dead character may rest in peace.

4.00
(one vote)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: