Vampire Gnome (5e Creature)

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Vampire Gnome[edit]

Small undead (gnome, shapechanger), neutral evil


Armor Class 15 (chain shirt)
Hit Points 75 (10d6 + 40)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 14 (+2) 10 (+0) 11 (+0)

Saving Throws Dex +7, Wis +3
Skills Investigation +5, Perception +3, Stealth +7
Proficiency Bonus +3
Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 13
Languages understands the languages it knew in life but can't speak
Challenge 6 (2,300 XP)


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. 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.

Gnome Cunning. The vampire has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Spectral Form. If the vampire isn't in sunlight, it can use a bonus action to assume the form of a glowing orb of light resembling a will o’ wisp or revert back into its vampire form. While in spectral form, the vampire can’t take any actions or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object. 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.
Additionally, when it drops to 0 hit points outside its resting place, the vampire transforms into its spectral form, provided the vampire isn’t in sunlight. If it can't transform or reach its resting place within 2 hours, it is destroyed. Once in its resting place, it reverts to its vampire form and 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.

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

Stone Camouflage. The vampire has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Vampiric Weaknesses. The vampire has the following flaws:
Gemstone Fascination. When presented by a gemstone, the vampire must succeed on a DC 15 Wisdom saving throw or become fascinated. While the vampire is fascinated, it is incapacitated and has a speed of 0. The effect ends after 1 minute, if the vampire takes any damage, or if someone else uses an action to shake the vampire out of its stupor.
Stake to the Heart. If a piercing weapon made of silver 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.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the vampire has disadvantage on attack rolls and ability checks.

ACTIONS

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

Arthritic Touch (Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its Dexterity score reduced by 1d4. The target is incapacitated if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Bite (Vampire Form Only). Melee Weapon Attack: +7 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.

Evil Grin (Vampire Form Only). The vampire targets one humanoid it can see within 20 feet of it. If the target can see the vampire, the target must succeed on a DC 13 Wisdom saving throw against this magic. On a failure, the creature is stricken with uncontrollable fits of laughter, falling prone and becoming incapacitated. Creatures immune to being charmed are unaffected. 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 Evil Grin for the next 24 hours.


While the race of gnomes is considered a mystery by many surface dwellers, the deadly breed of vampire that these creatures spawn are even more alien. Moving about far beneath the world’s surface, they are seldom encountered by humans or other humanoids. When they are found, however, they are terrible foes indeed. Unlike other vampires, gnomes show signs of aging, with the passage of time carving itself into their features. Known as chata ach hana ades, gnome vampires have a twisted perpetual grin. They no longer speak, losing the beloved ability to debate, joke, and sing, but understand the languages they knew in life.

Gnomish Undead. The vampire gnome lives in the deepest of caverns, hiding like a hermit from all surface dwellers. Where they were charismatic and mischievous in life, now they are dour and reclusive. They only seek out others when they need to feed and will gladly prey on the blood of any human or humanoid they encounter. Gnomish vampires seldom create others of their kind. When they opt to do so, however, the process is not without risk. The vampire must first slay a gnome with its arthritic touch and then move the body to the sarcophagus in which the vampire itself sleeps. For the next three days, the body must lie in the coffin while the vampire rests atop it, allowing its essence to seep slowly into the evolving vampire. At the end of this time, the slain gnome rises as a fully functioning vampire, completely under the control of its creator. While the gnome vampire rests atop its coffin, it is unable to regenerate any lost hit points or employ any of its abilities. Thus, the creature is far more vulnerable to attack at this time than it normally might be. In addition, it cannot interrupt the creation process once it has begun or both the would-be vampire and its creator will die.

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