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Aelron Bloodline

Plenty of blood drinkers haunt alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.   They often form secret cabals, where they can collect tithes and payments from their debtors in the form of blood. They remain capable of experiencing all the delights of their corporeal forms. They also retain their personalities, which are almost uniformly cruel.   Blood Bond. Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim.
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Aelron Vampire Template

Humanoid or monstrosity killed by a Aelron Bloodline vampire's Bite attack

The game statistics of a player character transformed into a Aelron Vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 16 if they aren't higher. In addition, the character gains the vampire's fly speed, damage resistances, darkvision, reactions, and non-weapon based actions. Attack and damage rolls for the vampire's attacks are based on Strength. The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil.   Fly Speed.   40 ft. or their walking speed, whichever is slower.   Damage Resistances.   Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons   Darkvision 60 Ft.   Actions.   Multiattack. The vampire makes three melee attacks, only one of which can be a bite attack.   Bite. Melee Weapon Attack: Str + proficiency to hit, reach S ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + Str) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a Charisma saving throw (save DC based on Charisma) or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire.   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 its hit point maximum is reduced to 0.   Unarmed Strike. Melee Weapon Attack: Str + proficiency to hit, reach 5 ft., one target. Hit: 7 (1d8 + Str) bludgeoning damage. The vampire can also grapple the target (escape DC Strength-based) if it is a creature and the vampire has a hand free.   See the following example creature:   Aelron Vampire

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