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Published by goroiamanuci, 2023-08-21 11:17:09

Vampires - The Homebrewery

Vampires - The Homebrewery

T Vampires he living never count blood among their wealth until it must be spent. Each, however, is a wellspring of life; through some strange alchemy they are able to consume lifeless matter and transform it into the thrumming ether of the cosmos that runs through their veins. Vampires, perfect though they are, are not so blessed, and must tap these rivers of life directly. Vampirism is an unpredictable condition, one whose expression is shaped by ambient currents of magic, by force of character, and even by collective expectation. Nevertheless, two truths are universal among these children of the night; they are powerful so long as they can drain the living, and they are vulnerable whenever their secrets become known. Vampire Investigations. The challenge of a conflict with a vampire is in uncovering and gaining the means to exploit its weaknesses, as once these are known fights with them often become trivial. A creature that spends 1 minute observing the vampire or one of its victims may make a DC 30 Intelligence (Religion) check, uncovering one of its weaknesses on a success. This DC is reduced by 3 for each Vampiric Power the creature has observed the vampire using, and by an additional 2 for each weakness already known. On a failure, the creature may not attempt this check again until it completes a short or long rest. Additionally, any creature may once make a DC 10 Intelligence (Religion) check, revealing a set of vampire weaknesses and powers that represent their own local vampire legends on a success. Vampire Lore Arcana DC 15: Vampires are known to charm the living as easily as breathing, with a deft talent that consumes even the most powerful enchanters with jealousy. As it requires none of their attention, vampires have been known to keep huge retinues of thralls, though the pain of being fed upon does sometimes break them from their reveries. Arcana DC 20: The secret traditions of blood magic developed and practiced by some vampires are the stuff of legends, and many an archmage would kill or worse to be granted such knowledge. History DC 10: Dedicated vampire hunters are known to be deeply strange people, given to bouts of paranoia and compulsive behaviors, due likely to their encyclopedic knowledge of all the myriad threats vampires pose and the ways to ward them off. History DC 15: While all vampires feed upon the vital force of the living, this can come in different forms. Some vampires bite to drain blood, others drain it through their fingers or hair or prehensile tongues, some even siphon life energy directly through some spiritual connection, leaving no physical trace behind. Many a vampire hunter has been foiled by misplaced confidence in their ability to spot the signs of vampiric predation. Religion DC 10: A vampire's victims often rise as undead thralls if their bodies are not consecrated and destroyed. Religion DC 15: Each culture accross the world has its own unique vampire myths, often several, offering wildly conflicting accounts of their abilities and weaknesses. What remains consistent however is this; vampires all suffer some critical vulnerability, without knowledge of which they cannot be truly destroyed, and they are most vulnerable in their place of rest.


Creating a Vampire A vampire may create a new one of its kind through a ritual that lasts several hours, in which both the vampire and its intended peer drink one another's blood. The vampire loses half of its maximum hit points until it completes a Long Rest and must succeed on a DC 20 Constitution saving throw or be incapacitated for 1d4 days, and the mortal dies and must succeed on a DC 20 Charisma saving throw, rising as a new Vampire on a success, or as a Vampire Spawn Starveling on a failure. The vampire may not use a Legendary Resistance to succeed on this saving throw. Curing a Vampire Rumors abound of various means of curing vampirism to restore a vampire to life; consecrating a vampire's grave dirt and forcing it to eat it, injectable serums of garlic and silver, burning their vampiric sire's heart to ash and consuming it, branding each of the vampire's joints with magical glyphs and rubbing its eyes with salt. While any of these may work at the DM's discretion, the curse of vampirism does not typically afflict the living; to cure a vampire of its affliction is to return it to death. Typically the only "cure" for vampirism is destruction and resurrection, and even then some forms of vampirism will follow the soul into its new life, reemerging months or years later. Vampire Spawn Starveling Tactics Starvelings rush blindly toward the living creature that most recently took damage, using their Spider Climb to avoid attacks of opportunity if possible, then grapple it and attempt to bite it. If the creature is already grappled by another vampire, the starveling instead replaces its first attack with a Shove attempt to knock it prone. The starveling's goal is to feed as much as possible before the blood is gone, not to defeat its enemies. Starvelings obey the instructions of more senior vampires, but only on the turn directly after the command is issued if it has not yet fed this combat; on subsequent turns they revert to their normal behavior. Vampire Spawn Bloodletter Tactics Bloodletters work to either keep starvelings in line, directing them with a mixture of verbal commands and enticements with their Bloodletter Blade, or to safeguard their vampiric master, staying close and using their Blood Channeling to enhance its powers. If their master is far from them in initiative, they hold their action to use Blood Channeling just before its turn. They typically attack with their claws only to grapple a creature for their master to feed upon, usually using their bite only against a creature grappled by another vampire. They use their Uncanny Speed and Spider Climb to reach the weakest and most vulnerable foes, and to move out of reach of retaliatory strikes if they have enough movement after attacking.


Vampire Spawn Starveling Medium undead, lawful evil Armor Class 13 (Natural Armor) Hit Points 90 (12d8 + 36) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) Saving Throws DEX +5, WIS +2 Skills Deception +3 Perception +3, Stealth +4 Damage Resistances Necrotic Damage Vulnerabilities Radiant Senses Darkvision 60 ft., Passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP) Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Blood-Starved. If the vampire has not fed on humanoid blood in the last 24 hours, it cannot use its multiattack. Inherited Weaknesses. The vampire has each of its creator's weaknesses. Actions Multiattack. The vampire makes two attacks, one of which may be with its bite. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled, incapacitated, restrained, or willing creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage and the target must succeed on a DC 14 Constitution saving throw or lose one unexpended hit die, or drop to 0 hit points if it cannot. If the creature expends a hit die in this way, the vampire spawn gains resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Not Made With Wooden Weapons until the beginning of its next turn. Reactions Blood-Crazed Advance. As a reaction when a creature within 30 feet takes piercing or slashing damage, the vampire moves up to half its speed directly toward the creature. Vampire Spawn Bloodletter Medium undead, lawful evil Armor Class 15 (Natural Armor) Hit Points 119 (14d8 + 56) Speed 50 ft., climb 30 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 18 (+4) 14 (+2) 10 (+0) 12 (+1) Saving Throws DEX +7, WIS +3 Skills Deception +4 Perception +3, Stealth +7 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Not Made With Wooden Weapons Damage Vulnerabilities Radiant Senses Darkvision 60 ft., Passive Perception 13 Languages the languages it knew in life Challenge 5 (1,800 XP) Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Uncanny Speed. Attacks of opportunity made against the vampire are made at disadvantage. Inherited Weaknesses. The vampire has each of its creator's weaknesses. Actions Multiattack. The vampire makes three attacks, one of which may be with its bite. Bloodletter Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage and the target must succeed on a DC 15 Constitution saving throw or lose 10 (3d6) hit points. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 13). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled, incapacitated, restrained, or willing creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage and the target must succeed on a DC 14 Constitution saving throw or lose one unexpended hit die, or drop to 0 hit points if it cannot. Blood Channeling (3rd Level Spell, Recharge 5-6). The vampire loses 16 (3d10) hit points and another vampire that it can see within 30 feet gains that many temporary hit points. While it has any of these temporary hit points, the target's attacks are made at advantage, and once per turn it may impose disadvantage on a saving throw a creature makes agaist one of its spells or abilities.


Vampire Tactics If the vampire believes that its weaknesses and resting place remain secret, it is extremely cautious, its favored tactic being to sneak upon a group in the dead of night and use its charm to lure one away and feed on it, then hastily hiding the dead or unconscious body and fleeing into the night. If combat is joined and its enemies are armed with magical weapons, it fights only for a round or two before transforming and fleeing into the night. If the vampire intends to kill rather than feed, such as if its resting place is discovered, it it uses its charm on whichever creature poses the greatest threat, then aims to kill the weakest and most injured creature before fleeing, returning either the following night, or mere minutes later if it has some form of regeneration. Vampire Dreadknight Tactics Dreadknights are much more comfortable in direct confrontation, using their Thirstslaker Halberd and following up with a Blood Drain whenever a target is Stunned. If their Crush Throat is availablle, they always use their Leaping Strike legendary action until they have a creature grappled so they can use it on their following turn. Vampire Blood Exarch Tactics Blood Exarchs remain flying always, staying 10-15 feet off the ground to benefit from their Vital Tithe. They use Lacerating Rain whenever they can catch three or more enemies in it, or if they are already concentrating on a spell, otherwise alternating between Blood Puppeteering and Enchain Essence, trying to stay within 10 feet of any creature affected by one of them. They use their Blood Drain as an action only on a creature affected by Enchain Essence, otherwise preferring to use Legendary Actions. They use their Rend magic against any spell or item that exploits one of their weaknesses or limits their mobility. If supported by vampire spawn bloodletters, blood exarchs rely less heavily on their Vital Tithe, preferring instead to stay further from enemies and gain temp HP from the spawn's Blood Channeling. Encounter Groups CR 30 Encounter 3,350 XP 1 Vampire Blood Exarch (CR 21) 3 Ephemeral Swarms (CR 5) 2 Vampire Spawn Bloodletters (CR 5) 6 Vampire Spawn Starvelings (CR 3)


Vampire Medium undead (shapechanger), lawful evil Armor Class 16 (Natural Armor) Hit Points 255 (30d8 + 120) Speed 50 ft., climb 50 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 19 (+4) 20 (+5) 15 (+2) 18 (+4) Saving Throws DEX +9, WIS +7, CHA +9 Skills Deception +9 Perception +7, Stealth +9 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 120 ft., Passive Perception 17 Languages the languages it knew in life Challenge 13 (10,000 XP) Blood Eternal. If the vampire is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than Bonus Actions, and cannot regain any hit points until it completes a Long Rest in its resting place. If it does not return to its resting place by the following dawn, the vampire is destroyed. Vampiric Traits. The vampire has two traits from the Common Weaknesses table, two traits from the Uncommon Weaknesses table, and four traits from the vampiric powers table. Its weaknesses must include a method of destruction. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Actions Multiattack. The vampire makes three melee attacks, one of which may be with its Blood Drain. Grasping Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 17). Blood Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled, incapacitated, restrained, or willing creature. Hit: 7 (1d6 + 4) piercing damage plus 17 (5d6) necrotic damage and the target must succeed on a DC 17 Constitution saving throw or lose three unexpended hit dice, or drop to 0 hit points if it cannot. A creature killed by this attack rises as a Vampire Spawn at the next sunset. Charm. One creature within 30 feet that can see the vampire must succeed on a DC 17 Wisdom saving throw or be Charmed by the vampire and its allies for 24 hours. A charmed creature repeats this save whenever it takes damage, ending the effect on a success. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Leaping Strike. The vampire move up to half its speed without provoking attacks of opportunity and makes a Grasping Strike attack. Children of the Night. The vampire conjures a swarm of spectral vermin that envelop a creature it can see within 30 feet, heavily obscuring the area in a 5 foot radius around it until the vampire uses this ability again. Blood Drain (Costs 2 Actions). The vampire makes a Blood Drain attack.


Vampire Dreadknight Medium undead (shapechanger), lawful evil Armor Class 18 (Plate Armor) Hit Points 342 (36d8 + 180) Speed 50 ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 20 (+5) 20 (+5) 15 (+2) 18 (+4) Saving Throws DEX +10, WIS +8, CHA +10 Skills Athletics +12, Deception +10 Perception +8 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 120 ft., Passive Perception 18 Languages the languages it knew in life Challenge 19 (22,000 XP) Blood Eternal. If the vampire is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than Bonus Actions, and cannot regain any hit points until it completes a Long Rest in its resting place. If it does not return to its resting place by the following dawn, the vampire is destroyed. Vampiric Traits. The vampire has two traits from the Common Weaknesses table, two traits from the Uncommon Weaknesses table, and four traits from the vampiric powers table. Its weaknesses must include a method of destruction. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Actions Multiattack. The vampire makes three melee attacks, one of which may be with its Blood Drain. Thirstslaker Halberd. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 17 (2d10 + 6) slashing plus 5 (1d10) necrotic damage and the target must succeed on a DC 19 Constitution saving throw or be Stunned until the beginning of its next turn. Grasping Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Blood Drain. Melee Weapon Attack: +11 to hit, reach 5 ft., one grappled, incapacitated, restrained, or willing creature. Hit: 13 (2d6 + 6) piercing damage plus 17 (5d6) necrotic damage and the target must succeed on a DC 19 Constitution saving throw or lose three unexpended hit dice, or drop to 0 hit points if it cannot. A creature killed by this attack rises as a Vampire Spawn at the next sunset. Charm. One creature within 30 feet that can see the vampire must succeed on a DC 18 Wisdom saving throw or be Charmed by the vampire and its allies for 24 hours. A charmed creature repeats this save whenever it takes damage, ending the effect on a success. Crush Throat (Recharge 5-6). One creature grappled by the vampire must succeed on a DC 19 Constitution saving throw or take 77 (14d10) bludgeoning damage, or half as much on a success. A creature reduced to 0 hit points in this way cannot be stabilized until it regains at least 1 hit point. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Leaping Strike. The vampire move up to half its speed without provoking attacks of opportunity and makes a Grasping Strike attack. Hurl. The vampire launches a grappled or incapacitated creature within 5 feet up to 30 feet away. The creature must succeed on a DC 19 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone. Blood Drain (Costs 2 Actions). The vampire makes a Blood Drain attack.


Vampire Blood Exarch Medium undead (shapechanger) , lawful evil Armor Class 18 (Natural Armor) Hit Points 378 (36d8 + 216) Speed 50 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 19 (+4) 22 (+6) 21 (+5) 18 (+4) 21 (+5) Saving Throws DEX +11, WIS +11, CHA +12 Skills Deception +12, Perception +11, Stealth +11 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 120 ft., Passive Perception 21 Languages the languages it knew in life Challenge 21 (33,000 XP) Vital Tithe. Whenever the a creature takes necrotic damage within 15 feet of the vampire, the vampire gains an equal number of temporary hit points. Blood Eternal. If the vampire is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than Bonus Actions, and cannot regain any hit points until it completes a Long Rest in its resting place. If it does not return to its resting place by the following dawn, the vampire is destroyed. Vampiric Traits. The vampire has two traits from the Common Weaknesses table, two traits from the Uncommon Weaknesses table, and four traits from the vampiric powers table. Its weaknesses must include a method of destruction. Magic Resistance. The vampire has advantage on saving throws against spells and other magical effects. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Actions Blood Drain. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 17 (5d6) necrotic damage and the target must succeed on a DC 19 Constitution saving throw or lose three unexpended hit dice, or drop to 0 hit points if it cannot. Enchain Essence (5th Level Spell, Concentration). One creature within 60 feet that the vampire can see must make a DC 20 Constitution saving throw. On a failed save, the creature is restrained and has vulnerability to all damage for the next minute. The creature repeats this save at the end of each of its turns, ending the effect on a success. Lacerating Rain (6th Level Spell). A hail of jagged blades formed from blood rain down in a 15 foot radius centered on a point the vampire can see. Each creature in the area make a DC 20 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) slashing damage and begins to bleed, losing 10 hit points at the start of each of its turns for the next minute, or until it receives any magical healing. On a successful save, a creature takes half as much slashing damage. Blood Puppeteering (Recharge 5-6, 6th Level Spell, Concentration). One creature within 60 feet that the vampire can see must succeed on a DC 20 Constitution saving throw or have its body controlled by the vampire for the next minute. On each of the creature's turns, the creature takes 11 (2d10) necrotic damage, then moves up to its speed and takes the attack action. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success. Reactions Bestow Wound (2nd Level Spell). As a reaction to being hit with an attack, the vampire forces a creature it can see within 30 feet to succeed on a DC 20 Charisma saving throw. On a failure, the vampire takes half as much damage from the attack and the target takes the same amount. Command Ichor (2nd Level Spell). As a reaction when a creature the vampire can see within 60 feet takes piercing or slashing damage, the vampire forces the creature to succeed on a DC 20 Strength saving throw or be pushed up to 30 feet in a direction of the vampire's choice. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Reaping Glide. The vampire moves up to its fly speed. Each creature that makes an attack of opportunity provoked by this movement takes 5 (1d10) necrotic damage. Dweomer Rupture (0th Level Spell). One creature the vampire can see within 60 feet must make a DC 20 Constitution saving throw. On a failed save, the creature takes 11 (2d10) necrotic damage the next time it casts a spell before the end of the vampire's next turn. Blood Drain (Costs 2 Actions). The vampire makes an attack with its Blood Drain. Rend Magic (3rd Level Spell, Costs 2 Actions). The controller of one spell or magical effect the vampire can see within 60 feet must succeed on a DC 20 Constitution saving throw or have the spell or effect end. If the magical effect was produced by an item, the item may not be activated again until the end of the wielder's next turn.


Common Weaknesses Weakness Description Associated Vampire Arithmomania If the vampire starts its turn within 10 feet of scattered rice, seeds, or coins, it must succeed on a DC 15 Wisdom saving throw or use its action to count them. Asema, Jiangshi, Soucriant Burned by Salt If the vampire has salt cast on it, it takes 5 (1d10) fire damage and cannot regain hit points until the end of its next turn. Loup-Garout Can't Cross Running Water The vampire cannot voluntarily enter or cross over running water. Leyak Can't Enter Without an Invitation The vampire cannot voluntarily enter a dwelling without being invited. Barabarlakos, Kosak Destroyed by Sunlight If the vampire starts its turn in sunlight, it may not take actions other than to Dash. If the vampire ends its turn in sunlight, it is destroyed. Mahr Fear of Holy Symbols If a creature uses its action to brandish a holy symbol, the vampire must succeed on a DC 15 Wisdom saving throw or be Frightened of it until the end of the creature's next turn. Harmed by Sunlight If the vampire starts its turn in sunlight, it takes 20 radiant damage and disadvantage on attack rolls until the beginning of its next turn. Cihuateteo Killed by Beheading If the vampire is beheaded while it is incapacitated in its resting place, the vampire is killed. Aptrgongumenn, Fyglia, Kosak Killed by Burning If the vampire is set aflame while it is incapacitated in its resting place, the vampire is killed. Begierig, Brykolaka, Strigoi Killed by a Stake to the Heart If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is killed. Isithfuntela, Mahr Killed by a Stake to the Stomach If a stake of hawthorn wood is driven into the vampire's stomach while the vampire is incapacitated in its resting place, the vampire is killed. Wurdulak Killed by Sunlight If the vampire ends its turn in sunlight, it turns to dust and is destroyed. Left-Behind Skin When the vampire shapeshifts, its skin is peeled off and left behind. If its skin is salted before the vampire returns, the skin shrinks and the vampire cannot return to its true form. Asema, Soucriant Paralyzed by A Stake to the Heart If a piercing weapon made of wood 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. Farkaskoldus Repelled by Holy Symbols If a creature the vampire can see uses its action to brandish a holy symbol, the vampire must succeed on a DC 15 Wisdom save or be Frightened until the end of the creature's next turn Biloko Repelled by Sunlight The vampire cannot voluntarily move toward a source of sunlight that it can see. Blutsauger, Mahr Sickened by Garlic If the vampire begins its turn within 15 ft. of a wreath of garlic, it must succeed on a DC 15 Constitution saving throw or suffer disadvantage on attack rolls and saving throws until the beginning of its next turn Aniukha, Blutsauger, Strigoi, Tlaciques Sickened by Turmeric If the vampire begins its turn and can smell burning turmeric, it must succeed on a DC 15 Constitution saving throw or suffer disadvantage on attack rolls and saving throws until the beginning of its next turn Bhuta Warded by Hawthorne Wreaths The vampire treats any movement toward a hawthorn wreath it can see as being over difficult terrain. Blutsauger


Uncommon Weaknesses Weakness Description Associated Vampire Can't Cross a Broom The vampire cannot voluntarily cross over or walk under a broom. Alp, Asema, Cauchemar Can't Enter Towards Shoes The vampire cannot voluntarily enter a room with shoes pointed at the door. Alp Cannot Resist Eggs If the vampire sees unattended eggs, it must succeed on a DC 15 Wisdom saving throw or be compelled to steal them, and suffer disadvantage on Wisdom (Perception) checks until it does. Mullo Casts No Reflection The vampire casts no reflection in mirrors. Zemu Charmed by Poetry If a creature uses its action to read a love poem written to the vampire, the vampire must succeed on a DC 15 Wisdom saving throw or be Charmed by the creature for the next minute, or until the creature takes hostile action towards it Leanan Sidhe Cured by Secret Hole The vamire is cured of vampirism if its hair is cut off and stuffed into the secret hole in the back of its head while the vampire is incapacitated. Langsuir Detected by White Horse A white horse will balk if led over the grave of a vampire. Lugat Eikon Bottle If the vampire starts its turn within 10 ft. of a bottle that contains a small amount of blood while in mist form, it must succeed on a DC 15 Strength saving throw or be sucked in and can be trapped. Djadadjii Fear of Black Dogs If the vampire starts its turn within 30 ft. of a black dog with white eyes painted atop its head that the vampire can see, the vampire must succeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn. Blutsauger Fear of Crossed Sticks If the vampire starts its turn within 30 ft. of a set of crossed measuring sticks it can see, it must succeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn. Alp Fear of Frogs If the vampire starts its turn within 30 ft. of a frog it can see, it must succeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn. Loup-Garout Fear of Mirrors If the vampire starts its turn within 30 ft. of a mirror it can see, it must succeeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn. Alp, Tlaciques Harmed by Garlic If the vampire takes damage from a weapon smeared with garlic, it cannot regain hit points until the end of its next turn. Blutsauger Harmed by Insults and Profanity A creature may use its action to attempt a Charisma (Performance) check to insult offend the vampire. On a roll higher than the vampire's AC, the vampire takes 22 (4d10) psychic damage. Empouse


Uncommon Weaknesses Weakness Description Associated Vampire Hidden Heart The vampire's heart is hidden behind its back in its left hand. A creature that is flanking the vampire may attempt to make an attack against the heart, which has an AC of 25 and 15 hit points. If the heart is destroyed, the vampire dies. Spear Finger Killed by Alloy If struck by a weapon made of alloyed gold, lead, silver, and steel while incapacitated in its resting place, the vampir is killed. Ala Killed by Boiling in Vinegar If boiling vinegar is poured onto the vampire while incapacitated in its resting place, it is slain instantly. Catacanos Killed by Boiling in Wine If the vampire's severed head is boiled in wine, it is destroyed. Brucolaco Killed by Clubbing If the vampire is struck with a weapon that deals bludgeoning damage while incapacitated in its resting place, it is destroyed. Tlaciques Killed by Firearms If the vampire suffers a critical hit from a firearm, it is slain instantly. Mullo Killed by Mutilation (Heart) If the vampire's heart is carved out, spat on, and nailed to the vampire's forehead, the vampire is destroyed. Strigoi Killed by Mutilation (Thumbs) If the vampire's thumbs are cut off while it is in its resting place, the vampire is destroyed. Wurdulak Killed by Mutilation (Toes) If all of the vampire's toes are cut off and a nail is driven through its neck, the vampire is destroyed Mullo Killed by Quartering If all of the vampire's limbs are removed and the vampire's heart is carved out through its back, the vampire is destroyed. Farkaskoldus Killed by Removing Stake If the stake nailed through the vampire's head is removed with a successful DC 20 Strength (Athletics) check while it is incapacitated, the vampire is destroyed. Isithfuntela Killed by Salt Water If the vampire is submerged in salt water in its resting place, it is destroyed. Catacanos Killed by Unseen If the vampire is hit with an attack while at 0 hit points by a creature that it cannot see, it is destroyed. Lilim Killed while Unseen If the vampire is hit with an attack while at 0 hit points by a creature that cannot see it, it is destroyed. Mantindane


Uncommon Weaknesses Weakness Description Associated Vampire Paralyzed by Beads If the vampire's mouth is filled with glass beads, chicken eggs are tucked in its armpits, and its hands are pierced with needles, the vampire is paralyzed until the needles or beads are removed. Langsuir Paralyzed by Stone The vampire is Paralyzed if a stone or other solid object is shoved into its mouth. Begierig Power Source: Cauldron The vampire loses its charm ability, damage resistances and immunities, and regeneration if its cauldron of blood is spilled. Leanan Sidhe Power Source: Hat The vampire has its Strength score reduced to 10 and cannot turn invisible if its hat is lost or stolen Alp Power Source: Hair The vampire has its Dexterity score reduced to 10, its movement speed reduced to 30, and cannot fly if its hair is bound Estries Sensed by Dogs Dogs within 120 feet of the vampire can detect its location, becoming agitated and barking incessantly. Leyak Transformed by Mirrors If the vampire sees its reflection while in its true form, it must succeed on a DC 15 Wisdom saving throw or be forced to shapeshift into a beast as a reaction, and be unable to return to its true form for as long as it can see its reflection Soucriant Warded by Baby The vampire cannot cross a threshold with a stillborn baby buried beneath it. Alp Vulnerable While Bisected While separated, the vampire's bottom half is destroyed if rubbed with garlic and salt. The vampire is destryed if has not reattached to its lower half by dawn. Aswang Vulnerable While Posessing A Creature If a creature the vampire is posessing is reduced to 0 hit points, the vampire is destroyed. Asanbosam, Owenga Vulnerable While Unseen While no hostile living creature can see the vampire, it loses its damage and condition immunities. Mantidane Warded by Burning Seaweed While within 30 feet of burning seaweed, the vampire cannot use its multiattack. Nuckelavee Warded by Dancing If a creature within 30 feet of the vampire uses its action to dance, the vampire must succeed on a DC 15 Wisdom saving throw or use its reaction to move its full speed away from the creature. Mahasohon Warded by Debts The vampire is charmed by any that owes it a debt until the debt is paid or the creature takes hostile action against it. Alp Warded by Iron Tokens A creature carrying an iron token has +2 AC against attacks made by the vampire. Bruxa, Pisaca Warded by Iron Nails The vampire cannot attack someone sleeping with an iron nail beneath their pillow. Allukah Warded by Neem Wood The vampire has disadvantage on attack rolls against a creature wielding a shield of neem wood Pisaca Warded by Scissors The vampire has disadvantage on attacks against a creature carrying a pair of iron scissors. Baobham Sith Weakened by Naming If the vampire hears one of its 12 1/2 secret names spoken aloud for the first time in a day, it subtracts a cumulative 1d4 from the next saving throw it makes in the next minute. Gello Yew Weakness Damage dealt by weapons made of yew wood bypasses the vampire's damage resistances and immunities. Murbheo


Vampire Powers Power Description Associated Vampire Acid Spit As an action, the vampire may spit regurgitated blood on a creature within 15 feet. That creature must succeed on a Dexterity saving throw or be covered in acidic blood, taking 10 (3d6) acid damage at the start of each of its turns until a creature uses an action to clear it. Catacano Beast Command Wild beasts are friendly to the vampire and obey its spoken commands. Asparas, Bantu Saburo Blood-Wary The vampire knows the exact location of each drop of blood spilled within 5 miles of it. Bantu Call Disaster Over the course of a week, the vampire can perform a ritual. During this time, in a 20 mile radius the sun is eclipsed, the sky turns red, and natural water sources are fouled. When the ritual is completed, a natural disaster occurs, of a type appropriate to the location. Veles Compel Dance The vampire can compel a creature charmed by it do dance with it. Each six hours that the creature dances, it must succeed on a Constitution saving throw or suffer a point of Exhaustion. Baobham Sith Crushing Weight A prone creature in the vampire's space cannot stand, speak or breathe. Alp, Barabarlakos, Nobosuma Extending Tongue The vampire's Blood Drain has a reach of 20 feet. Aswang, Upyr Flying The vampire has a 50 ft. fly (hover) speed. Gello, Yuki Onna Flying (Head) As a Bonus Action, the vampire can detach its head, which gains a 50 ft. fly speed. The vampire's statistics otherwise remain the same. Brahmaparush, Chonchon Flying (Torso) As a Bonus Action, the vampire can detach its top half, which gains a 50 ft. fly speed. The vampire's statistics otherwise remain the same. Aswang, Mannananggal Full of Moths When the vampire is reduced to 0 hit points, a Fear Moth Swarm that acts on the vampire's initiative pours out of its mouth. Grave Chewer While it remains in its resting place, each creature within 5 miles of the vampire must succeed on a Wisdom saving throw upon completing a Long Rest or gain no benefit from it. Begierig Heavy Sleep A sleeping creature damaged by the vampire makes a DC 15 Constitution saving throw. On a failure, the creature does not wake. Inspire Fury Creatures charmed by the vampire have resistance to bludgeoning, piercing, and slashing damage, and treat all creatures other than the vampire as hostile. Invisibility (Daytime) While in sunlight, the vampire is invisible. Langsuir Invisibility (Flawed) As an action, the vampire can turn invisible until it takes an action. A creature that bends over and peers between its own legs can ignore the effects of this invisibility. Agta Invisibility (Flawed) As an action, the vampire can turn invisible until it takes an action. A creature standing at a crossroads can ignore the effects of this invisibility. Agta Mind Reader The vampire has telepathy out to 60 feet and can read the surface thoughts of each creature in that area. Bas Misty Escape When it drops to 0 hit points, the vampire does not die or fall unconscious. Instead, it loses the ability to take actions and transforms into a cloud of mist. Once in its resting place, it reverts to its vampire form and is paralyzed until the next sunset, when it regains 1 hit point. Name-Wary The vampire can hear whenever its name is spoken, and knows the identity and location of the creature that spoke it. Cel-Rau Paralyzing Stare A creature that becomes charmed by the vampire for the first time in a day is additionally Paralyzed until the end of the vampire's next turn. Ichanti Piercing Sight The vampire has blindsight out to 30 ft. and can see through solid objects. Huli Jing Poisonous Blood A creature that hits the vampire with a melee attack that deals piercing or slashing damage must succeed on a Constitution saving throw or be Poisoned until tbe end of its next turn. Pisaca


Vampire Powers Power Description Associated Vampire Posession (Beast) As an action, the vampire forces one beast it can see within 15 feet to make a Charisma saving throw. On a failure, the vampire disappears and the beast is possessed until it drops to 0 hit points, or until the vampire chooses or is forced to vacate the creature. When the possession ends, the vampire appears in the nearest unoccupied space. Posession (Corpse) As an action, the vampire disappears and possesses a corpse it can see within 15 feet until the vampire vacates it as a Bonus Action. The corpse takes on the appearance of life and uses the vampire's statistics. When the possession ends, the vampire appears in the nearest unoccupied space. Baital Posession (Living) As an action, the vampire forces one creature in Dim Light or Darkness it can see within 15 feet to make a Charisma saving throw. On a failure, the vampire disappears and the creature is possessed until it drops to 0 hit points, or until the vampire chooses or is forced to vacate the creature. A possessed creature acts under the vampire's control. When the possession ends, the vampire appears in the nearest unoccupied space. Mrart 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 or running water. 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 (Baby) As a Bonus Action, the vampire can polymorph into a Tiny baby or back into its true form. It retains its hit points and mental statistics. Tiyanak Shapechanger (Bat) As a Bonus Action, the vampire can polymorph into a Tiny Bat or back into its true form. It retains its hit points and mental statistics. Azeman Shapechanger (Boar) As a Bonus Action, the vampire can polymorph into a Medium Boar or back into its true form. It retains its hit points and mental statistics. Alp Shapechanger (Cat) As a Bonus Action, the vampire can polymorph into a Small Cat or back into its true form. It retains its hit points and mental statistics. Alp, Chordeva Shapechanger (Crow) As a Bonus Action, the vampire can polymorph into a Tiny Crow or back into its true form. It retains its hit points and mental statistics. Baobham Sith Shapechanger (Deer) As a Bonus Action, the vampire can polymorph into a Medium white Hart or back into its true form. It retains its hit points and mental statistics. Leanan Sidhe Shapechanger (Dire Wolf) As a Bonus Action, the vampire can polymorph into a Small Dire Wolf or back into its true form. It retains its hit points and mental statistics. Shapechanger (Eagle) As a Bonus Action, the vampire can polymorph into a Small Dire Eagle or back into its true form. It retains its hit points and mental statistics. Ala, Leyak Shapechanger (Hyena As a Bonus Action, the vampire can polymorph into a Small Hyena or back into its true form. It retains its hit points and mental statistics. Bouda Shapechanger (Mist) As a Bonus Action, the vampire can polymorph into a Medium cloud of mist with a 20 ft. fly speed (hover), or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Monkey) As a Bonus Action, the vampire can polymorph into a Small Capuchin with golden teeth or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Moth As a Bonus Action, the vampire can polymorph into a Small Hyena or back into its true form. It retains its hit points and mental statistics. Mahr Shapechanger (Motorcycle) As a Bonus Action, the vampire can polymorph into a Large motorcycle or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Object) As a Bonus Action, the vampire can polymorph into a Small or Medium inanimate object, or back into its true form. It retains its hit points and mental statistics. Aswang Shapechanger (Ogre) As a Bonus Action, the vampire can polymorph into a Large Ogre Skullcracker or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Owl) As a Bonus Action, the vampire can polymorph into a Tiny Owl or back into its true form. It retains its hit points and mental statistics. Azeman, Habergeiss Shapechanger (Snake) As a Bonus Action, the vampire can polymorph into a Large Constrictor Snake or back into its true form. It retains its hit points and mental statistics. Bori, Veles Shapechanger (Spirit) As a Bonus Action, the vampire can take on a spectral form, gaining the ability to move through solid objects and creatures, or revert to its true form. The vampire can't take other actions in this form.


Vampire Powers Power Description Associated Vampire Shapechanger (Swarm of Ants) As a Bonus Action, the vampire can polymorph into a Medium Swarm of Ants or back into its true form. It retains its hit points and mental statistics. Bruxa Shapechanger (Swarm of Rats) As a Bonus Action, the vampire can polymorph into a Medium Swarm of Rats or back into its true form. It retains its hit points and mental statistics. Isithfuntela Shapechanger (Tiger) As a Bonus Action, the vampire can polymorph into a Large Tiger or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Wisp) As a Bonus Action, the vampire can polymorph into a Tiny Corpse Candle Wisp, a Firefly or back into its true form. It retains its hit points and mental statistics. Adze, Asema, Asiman, Hahn Saburo Sleep Unbidden As an action, the vampire can force one creature it can see within 60 feet to succeed on a Wisdom saving throw or fall asleep for the next minute. A creature wakes up early if it takes damage or another creature uses its action to wake it. Spider Climb The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Shapechanger (Swan) As a Bonus Action, the vampire can polymorph into a Large Swan or back into its true form. It retains its hit points and mental statistics. Veles Trapped Soul Creatures killed by the vampire cannot be resurrected until the vampire is destroyed. Mahr Telekinesis As a Bonus Action, the vampure can force a creature it can see to succeed on a Strength saving throw or be dragged up to 20 feet in a direction of the vampire's choice. Ekimmou, Obour Uncanny Speed Attacks of opportunity made against the vampire are made at disadvantage.


Art Credits City of a Thousand Steeples by Jason Engle Bloodcrazed Neonate by Cynthia Sheppard Drana, the Last Bloodchief by Tyler Jacobson Blood Host by Cynthia Sheppard Champion of Dusk by Josh Hass Banishing Stroke by Igor Kieryluk Wooden Stake by David Palumbo Graveyard Shovel by Martina Pilcerova Wooden Stake by David Palumbo The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1000 already there, indexed in a big PDF along with formats for Foundry and 5eTools. Also check out my website and instagram, where my wife and I make handmade dice and dice bags, and where I post free books as I get them polished up. I'm trying to get a new free book like this out every other month or so. If you've got any monsters you'd like to see statted up by me, leave me a comment over in the permanent thread in r/bettermonsters and I'll put something together for you. Supported By Aaron Rosenberg AHorseWithNoName Alex Bogart Alex Gillies Alex O'Donnell Alex O'Hanlon Alisha Herbitter Allis Anders Ivarsson Andrew Cheeseman Benji Morris Bernhard Fritz Blueberryperson Bradley Webb Brandon Malofsky David Jose Delport Breckland Ex Nihilo Flipp Fletcher Herring George Hughes GramPositive Harrison Phillips Helltroll Hoswell Jack O'Keefe Jacob Gist Jake Serna James Hawthorne James McBride Johnathan Chavez Joseph Donley Lascifrass Lawrence Courtrelle Luke Wheeler Malacandrian Marc Adelman Matt Herbert Matt Pierce Matthew Cullen Matthew S Mauricio Garcia Maximilian Bizjak Mehul Gupta Michael Taylor Mike Nicolan Milo Baraclough Mitch Whitehead Moritz Hackl Nathan Johnson Nathanial Schnebly Niall Nick I Niki S ObsessiveModelmaker Ondřej Kříž Oscar Mangandid Patrick Phoenix Daniels Primarily Daniel Rae Judd Rici Robert Martin Robin Bjälmsjö Robin Roberts Ronan Battistoni Rowan RuggerFoodie Sandy Hogg SardScroll saternoutlaw Saz Shadowfield Shane Sharelle D Larsen Sheila Dietrich Simen Lande Simon Bell simon Jørgensen Simon Weller SirApetus Sylphreni Tanner F Moen The Coffee Bean GM Victor Navone Vince Margaretich Walter Downard William Dixon Zach Kozel


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