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Vampire

Born into ancient servitude and bred to a life of decadent corruption, the vampires feed on the energy in the blood of living creatures—an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their cities. Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.
ability score increase: Choose any +2; choose any other +1
age: Unknown
Size: Medium
speed: 30
Languages: Common , Ixtili
race features:
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light.   Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.   Bloodthirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain 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.   Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain an advantage on Strength and Dexterity checks and saving throws for 1 minute.   Deathless Nature. You don't need to breathe.   Vampiric Resistance. You have resistance to necrotic damage.   Vampiric Vulnerability: You have a vulnerability to radiant damage.   Nightcrawler: You gain Regeneration, Night’s predators, and flight abilities at nighttime. upon taking radiant damage you lose these abilities for 1 hour.   Regeneration: You regain 1 hit point per 6 seconds.   Night’s predators. Your speed increases by 10ft and your unarmed and bite attacks gain 2d8 necrotic damage.   Flight. When you reach the 10th level you gain a flying speed equal to your walking speed.   Sunlight Sensitivity. You have a disadvantage on constitution saving throws and you only heal half the amount whenever you are in direct sunlight. Upon taking radiant damage under direct sunlight, you cannot recover by any means until the night or long rest.   Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.   Class: Bard, Barbarian, Fighter, Rogue, Sorcerer, Wizard, Blood Hunter.
Between the Living and the Dead The vampires are not undead. Rather, their unique nature comes from an ancient disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.

Created by

nyzi12.

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