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Sidhion Bloodline

These vampires can learn to siphon mental energy and memories along with the blood of their victims, giving them a powerful combination of abilities ideal for espionage and infiltration.   Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal.
Type
Magical
Parent

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Sidhion Vampire Template

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

The game statistics of a player character transformed into a Sidhion Vampire don't change, except that the character's Dexterity, and Intelligence scores become 18 if they aren't higher. In addition, the character gains the vampire's fly speed, damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Dexterity. The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes evil.   Fly Speed.   30 ft. or their walking speed, whichever is slower.   Damage Resistances.   Necrotic   Darkvision 60 Ft.   Traits.   Innate Spellcasting. The vampire's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:   At will: message   3/day each: charm person, hold person, mirror image, sleep   1/day each: gaseous form, major image   Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus action.   Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Hover. If knocked prone while flying, the creature doesn't fall, and it can stop moving in midair and not fall.   Actions.   Multiattack. The vampire makes two attacks, only one of which can be a bite attack.   Bite. Melee Weapon Attack: Dex + proficiency to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + Dex) 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 its hit point maximum is reduced to 0.   Unarmed Strike. Melee Weapon Attack: Dex + proficiency to hit, reach 5 ft., one target. Hit: 8 (1d8 + Dex) bludgeoning damage. The vampire can also grapple the target (escape DC Dex-based) if it is a creature and the vampire has a hand free.   Mind Siphon (Recharge 5-6). The vampire targets a creature it can see within 30 feet of it. The target must make a Intelligence saving throw (saving throw Intelligence based), with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts.   See the following example creatures:   Sidhion Vampire

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