#medium? check. immortal? check. buried alive? check
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nathanbellamy Β· 4 months ago
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TUA 4x05 // Misfits 1x06
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vampirespawn Β· 4 years ago
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π’ˆπ’†π’π’†π’“π’‚π’ π’‡π’Šπ’π’…π’Šπ’π’ˆπ’” π’„π’π’Žπ’† π’‡π’“π’π’Ž π’…π’–π’π’ˆπ’†π’π’π’” 𝒂𝒏𝒅 π’…π’“π’‚π’ˆπ’π’π’” 𝒍𝒐𝒓𝒆 𝒂𝒏𝒅 𝒕𝒉𝒆 𝒔𝒕𝒂𝒕𝒔 𝒂𝒓𝒆 π’‡π’“π’π’Ž 𝒕𝒉𝒆 π’Žπ’π’π’”π’•π’†π’“ π’Žπ’‚π’π’–π’‚π’. 𝒑𝒍𝒆𝒂𝒔𝒆 π’Œπ’π’π’˜ π’•π’‰π’Šπ’” π’Šπ’” 𝒋𝒖𝒔𝒕 𝒕𝒐 𝒉𝒂𝒗𝒆 𝒕𝒉𝒆 π’Šπ’π’‡π’π’“π’Žπ’‚π’•π’Šπ’π’ π’Šπ’ 𝒐𝒏𝒆 𝒑𝒍𝒂𝒄𝒆. π’Šπ’• 𝒅𝒐𝒆𝒔𝒏’𝒕 π’Žπ’†π’‚π’ 𝒕𝒉𝒂𝒕 π’‚π’π’š π’—π’‚π’Žπ’‘π’Šπ’“π’† 𝒄𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓 𝒉𝒂𝒔 𝒕𝒐 π’‡π’π’π’π’π’˜ π’•π’‰π’†π’Ž.Β 
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Β Β Β Β Β Β Β Β Β Β Β Β Β Β Β Β Β Β  Β  Β  Β  Β  Β Β  𝐓𝐑𝐔𝐄 π•π€πŒππˆπ‘π„π’
Β  Β  Β Vampires are a type of undead that feeds on blood. They are one of the most feared and powerful undead creatures. Looking very much like they did when alive, but with paler skin, hardened and feral features that give them a predatory aspect, and red eyes that are hard to forget. Their hands are clawed and they don’t cast shadows nor have reflections in mirrors.
Size: Medium
Type: Undead; Shapechanger
Alignment (usually): Lawful Evil
Average Lifespan: Immortal
Diet: Blood
Language(s): The languages they knew in life.
Subrace(s): Vampire Spawn
Β  Β  Vampires enjoy the finer things in life and engage in decadent behavior. A vampire was usually a creature of evil. If it was not evil in life, it changed so in undeath.
Β  Β  Eternally bound to their coffins and the unholy earth where they were buried, it’s near impossible for them to leave that place. Despising the smell of garlic, they wouldn’t voluntary enter any area with a strong odor of it.
Β  Β  A vampire retains all the abilities they had in life. They also gained the ability to drain blood and life energy, and to dominate other creatures with their gaze. A true vampire can also command rats, bats, and wolves, or take the form of those creatures.
Β  Β  CREATION:
Β  Β  A new vampire was created when another vampire drained the life out of a living creature, burying them and then waiting a day for them to return back to life (or undeath).
Β  Β  Half-vampires could be created in one of two ways. First, in some rare cases, a vampire could consume enough blood that they could breed with a humanoid or monstrous humanoid, creating half-vampire offspring. Second, in even rarer cases, if a pregnant mother survived having her blood drained by a vampire, her unborn could be "tainted" with vampirism instead.
Β  Β  Master vampires are vampires that perfected the art of taking spawn, and as a result, could lead large gangs of them. They usually had one chosen spawn that was much better than the others. However, all of a master vampire's spawn were better than the norm: stronger, faster, and more numerous.
Β Β Β Β  STAT INFO:
Armor Class: 16 (Natural Armor)
Hit Points: 144 (17d8 + 68)
Speed: 30 ft.
Saving Throws: DEX +9, WIS +7, CHA +9
Skills: Perception +7, Stealth +9
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 120 ft., Low-Light Vision; Passive Perception 17
Proficiency Bonus: +5
Challenge Rating: 13
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 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.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. 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.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then 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.
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.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Β  Β  VAMPIRE WEAKNESSES:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
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.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Β  Β  ACTIONS:
Multi-attack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) 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.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. 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.
Β  Β  LEGENDARY ACTIONS:
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Β  Β  Β A VAMPIRE’S LAIR:
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Β Β Β Β  REGIONAL EFFECT:
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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