Vampires Species in Esau | World Anvil
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Vampires


A vampire, also spelled vampyre, is a creature, often fanged, that preys upon humaniods, generally by consuming their blood. Vampires have been spoken of in various cultures, all over Esau, for hundreds of years.

There capital is in Ru'Mal. It is called Lai'Tol City, where the current Vampire King or Queen resides in Gan'Tol Manor.


A vampire tends to look very much like it did when alive:-
Humaniod appearance = it looks paler, range in appearance from grotesque to preternaturally beautiful - switch they can alter slightly at will.

If a Vampire was once of the Elves often are assumed to be Drow. Tabaxi tend to look more sleek and tigerish. Eyes seem grey with hints of pink. Tends to have higher charm, conifence and strength.

Creature appearance = it has much paler skin, hardened and feral features (bat-like) giving them a predatory aspect, and blood red eyes that are hard to not notive, and haunt the viewer. Their hands were clawed.

* a vampire does not cast a shadow,
* heightened sense of smell (why don't like garlic),
* no reflections in magical mirrors,
* a silver stake is one way to kill a Vampire,
* decapitation: cut off head and bury separately, will stop their movement, * a wooden stake through the heart only kills them if made or chestnut or walnut, * fire hot enough to turn them to ash will kill them,
* exposure to magical sunlight turns them to ash, * eyes are light sensitive,


Vampires enjoy the finer things and engaging in decadent behaviour, sharing such habits with Liches. A vampire may not have been evil in life, but when turned become so to varying degrees.
If it was not evil in life, they might became so in being Undead

A vampire retains all the abilities it had in life, and it gains the ability to drain blood and life energy. Also, it can dominate other creatures with its gaze. A vampire can also command rats, bats, and wolves, or take the form of those creatures.


Methods by which a Dhampir and other humaniod can kill a vampire:-
* stabbing or shooting the vampire with a silver weapon or arrow
* transfixing it with a stake made of Rowan Trees
* performing a special ceremony that involves touching "crowns" of lead to the vampire's grave.
NOTE: If the Dhampir cannot destroy a vampire, then they (the dhampir) may command them to leave the area.

According to the Vampires natural laws, any humanoid that is reduced to zero HP by a vampire, and buried in the ground will rise the next day as a vampire. Given that a Dhampir is Humanoid, this even applies to them.

Basic Information

Biological Traits

Medium Undead (Shapechanger), Lawful Evil

Armor Class = 16 (natural armour)
Hit Points = 144 (17d8 + 68)
Speed = 30 ft.

STR = 18 (+4)
DEX = 18 (+4)
CON = 18 (+4)
INT = 17 (+3)
WIS = 15 (+2)
CHA = 18 (+4)

Saving Throws = DEX +9; WIS +7; CHA +9;
Skills: Perception = +7; Stealth +9
Damage Resistances: Necrotic; Bludgeoning; Piercing; and Slashing from Non-magical Attacks
Senses: Darkvision = 120 ft.; Passive Perception = 17

Languages = all the languages it knew in life
Challenge = 13 (10,000 XP)
Proficiency Bonus = +5

Shapechanger:
If the vampire is not in sun light orin running water, it can use its action to Polymorph into a Tiny bat, a black cat, or a Medium cloud of mist, or back into its true form.
While in bat form or cat form, the vampire cannot speak; as a bat it has a walking speed of 5 feet and it has a flying speed of 30 feet; or as a cat has a walking and climbing speed of 30 feet.
It's 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 cannot 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 - however it cannot pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all non-magical 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.


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.


ABILITIES

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.


Vampire Weaknesses/Flaws:
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 chestnut wood or pure silver, 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.


Actions

Multiattack. (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, Cat 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 favourable way it can, and it is a willing target for the vampire’s bite attack.
NOTE: Each time the vampire or the vampire’s companions do anything harmful to the charmed 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 (except in the case of Master Vampires), 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 is down. While outdoors in moonlight, 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.

Ecology and Habitats

All vampires are bound to a coffin-like structure - normally some form of large container that usually takes the form of a sarcophagus, casket, or coffin.
It is there that a vampires rests and reforms when they are defeated.
The coffins are usually hidden away in areas that are difficult to access by non-vampires and are heavily protected by minions, traps, and thralls.
A coffin-like structure is made from the wood of their original coffin, or the stone of their original tombstone in some cases. The structure is large enough to encase their body in and must have an opening to allow mist to enter and exit.
If a vampires did not receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampires can move its place of burial by transporting its coffin-like structure, or a significant amount of grave dirt to another location.
Some vampires set up multiple resting places this way.

Dietary Needs and Habits

Most drink blood of living creatures.

Additional Information

Social Structure

The leader of the vampires is chosen via battle frought in Ru'Mal - known as The Vampire Wars.

Geographic Origin and Distribution

Spread throughout Esau, the vampires have different Masters/Rulers. The King/Queen of the Vampires is located within the Capital City of the Vampires is [b]Lai'Tol in Ru'Mal (the underdark of Malnax).
They are selected during The Vampire Wars - which only happens when a current King or Queen is killed by a living Humaniod.

Civilization and Culture

Relationship Ideals

A new vampire is created when another vampire drains the life out of them as a living creature (be if blood, life force or stuffing). A humanoid or monstrous humanoid can become a vampire. They are then bound to that vampire who 'turned' them as their Sire - are considered their Spawn.

Half-vampires (known as Dhampir) can be created in one of two ways.
First, in some rare cases, a vampire can consume enough blood that they can breed with a humanoid or monstrous humanoid, creating half-vampire offspring.
Second, in even rarer cases, if a pregnant mother survives having her blood drained by a vampire, her unborn can be "tainted" with vampirism instead.


Master Vampires (chose their own title when they become a ruler) are vampires that have perfected the art of taking spawn, and as a result, lead large gangs of them. They usually have one chosen spawn that is much better than the others. However, all of a master vampire's spawn were better than the average: stronger, faster, and more numerous.
The strongest are those of the King or Queen - who wins The Vampire Wars.


Common Etiquette Rules

DARK DESIRE
Whether or not a vampire retains any memories from its former life (ROLL 1d4 - 1 = YES; 2 = Childhood; 3 = Last moments; 4 = NO its emotional attachments wither as once-pure feelings become twisted by undeath.
Love turns into a hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.

Dark Desire Table
This section provides a table for players and Dungeon Masters who want to choose or randomly generate dark desires and where they originated from for vampires. It is recommended that if you are picking a desire for an already made character, that you pick traits that oppose or are the warped version of one of your character virtues.
ROLL d8
Desire; Description; Example;
1 = Greed
Greed is an inordinate desire to acquire or possess more than one needs, especially with respect to material wealth. The hoarding of materials or objects, theft, and robbery, especially by means of violence, trickery, or manipulation of authority are all actions that may be inspired by Greed. Greed can be considered to be the warped form of charity.
A generous cleric who becomes a vampire may acquire a taste for the blood of those whose mouths they once fed out of their own pocket. Luring them in with their known charity only to drain them of their lives and possesses.
2 = Lust
Lust is characterized as an intense longing. It is usually thought of as intense or unbridled sexual desire, which leads to fornication, adultery, rape, bestiality, and other fraudulent sexual acts. However, lust can also mean simply desire in general; thus, hunger for money, power, and other things are also considered lust. Lust strips away the meaning of things and as such, it is produced from chastity or purity.
A vampire that once loved someone or something without all their heart may find their love has been warped into a hungry self-destructive obsession.
3 = Gluttony
Gluttony is overindulgence and overconsumption of anything to the point of waste. Gluttony stems from temperance or self-restraint.
A champion fighter might work every day of their life to mold their body into a perfect fighting machine, refraining from eating anything outside of their precisely thought out diet. As a vampire, that same fighter may wipe a village off the face of the planet when they receive even a pang of hunger, drinking, bathing and wastefully spilling the blood of others despite only needing a few sips to sate themselves.
4 = Sloth
Sloth is affectectionless, a lack of any feeling about self or other, a mind-state that gives rise to boredom, rancor, apathy, and a passive inert or sluggish mentation. Sloth may rise from diligence, zeal, integrity or labor.
A Monk who along with his brother who has spent years searching for an item of significance to their monastery that has become a vampire may kill their brother, sell all their research to a rival monastery and then sit in their coffin for as long as they can until their hunger forces them on the hunt.
5 = Wrath
Wrath is a deep anger. It is important to understand that anger isn't evil nor good, it is a neutral act on the scale of good and evil, however, anger becomes wrath when it is directed against an innocent, when it is unduly, unbending or long-lasting, or when it desires excessive punishment. Anger becomes wrath when it reaches the point of a deliberate desire to kill or seriously wound. It is the desiring that someone else may suffer misfortune or evil. Wrath stems not just from anger, but peace, composure, and forgiveness. It comes from a feeling of being wronged usually.
A character that becomes a vampire may seek vengeance against any and all that have wronged them in the most brutal and cruelest fashion they are capable of regardless of the severity of the offense. Another may seek to use their position they held in life to incite war, strife and pain all so they have an excuse to take to the battlefield and rend skin from flesh from bone.
6 = Envy
Envy is the need to have better or be better than others. Is it the need to have the goods, possession or even the connection of others. Wanting what others have for yourself. Envy stems from kindness and admiration. A once diligent pupil may become envious of their teachers, achievements, skills, abilities and such and thus seem to destroy or take for themselves any of those, potentially wearing the guise of the even diligent student.
A wizard's apprentice may steal the spellbook or research of his master, a warrior may challenge his mentor to a dual and using his vampiric might to surpass him to take his formal position as a leader, and one best friend may kill his own just to secure his position as a woman's suitor.
7 = Pride
Pride is considered by some to be the root of all evil and naturally is the most common characteristics for a true vampire to have. The almost stereotypical haughty and self-important vampire lord radiates an aura of superiority as they look down at the foolish adventurers who would dare challenge them. Unlike the other sins presented here, pride is natural for every true vampire to possess, and if not, it spawns from humility and humbleness.
A character once content with dividing up the loot equally may simply demand more, for them with all their pride believe themselves to have done the most to earn such rewards. Or a character who once saw him companions as friends may now view them as expendable servants, as simply means to whatever twisted end, they have concocted.
8 = Roll Again.
Reroll if result is an 8.

Culture and Cultural Heritage


d4 Hunger
1 = Blood
2 = Psychic energy
3 = Dreams
4 = Life energy


Vampires are a type of Undead that fed on blood, life force, dreams or stuffing.

TYPES OF VAMPIRES

various types of Vampires and Dhampir

BLOOD FEEDERS
* Corpse vampires
* Vampire muses
* Vampire Spawn

* Half Vampires (Dhampirs)

LIFE FORCE
Psychic Vampires also more stats (Energy Vampires)
Mind Drinker Vampires

STUFFING
* Muppet Vampires - muppetborn turned - tend to suck stuffing, instead of blood.


Common Customs, Traditions and Rituals

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.

Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

Animals = a noticeable increase in the populations of bats, rats, cats and wolves in the region.
Plants = within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows = shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
Fog = 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.

Historical Figures

Notable Vampires:
Count Dracula,
Strahd von Zarovich,
Alucard,
Count von Count

Common Myths and Legends

MUPPET VAMPIRES

Stories have been long ago told of Vampires of an usual type, they are Muppets turned longer ago - said to attack Stuffed Creatues (Muppets, Muppetborn and Teddeybears) suck out stuffing; instead of blood.
Medium undead
Lawful Evil
Armour Class = 12
Hit Points = 83 (10d12 + 10)
Speed = walk 30ft.; fly 30ft. (hover):
Str = 16
Dex = 18
Con = 12
Wis = 13
Int = 19
Cha = 14
Saving Throws: Dex = +6; Int = +6; Wis = +3
Skills: Deception = +4; Insight = +3; Perception = +3; Stealth = +6;
Damage Resistances: necrotic;
Senses: darkvision = 60 ft., passive perception = 13
Languages = can speak, read, and write Common, Clothing, and Ventrillo
Challenge = 4

Traits

Shadow Stealth = While in dim light or darkness, the Muppet Vampire can take the Hide action as a bonus action.

Sunlight Sensitivity = While in sunlight, the Muppet Vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Odourless = Muppetborn Vampire has no odour at all.

Actions

Multiattack = The vampire makes two attacks, only one of which can be a bite attack.

BITE - only affective against muppets, muppetborn and teddybears.
Melee Weapon Attack:
+6 to hit, reach 5 ft. - one willing creature, or a creature that is grappled by the Muppet Vampire, incapacitated, or restrained.
Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) "stuffing" damage. The target's hit point maximum is reduced by an amount equal to the stuffing 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 - only affective against muppets, muppetborn and teddybears.
Melee Weapon Attack:
Melee Weapon Attack
+6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) "stuffing" damage. The Muppet Vampire can also grapple the target (escape DC: 13 ) - if it is a creature and the Muppet Vampire has a hand free.

STUFFING SIPHON - Recharge 5
The Muppet Vampire targets a stuffed creature (muppets, muppetborn and teddybears) it can see within 30 feet of it.
The target must make a DC: 14 Con saving throw - with disadvantage if the vampire has previously consumed the target's stuffing.
FAIL = the target takes 28 (8d6) stuffing loss, and the Muppet Vampire discerns the target's surface emotions and thoughts.
SUCESS = the target takes half as much damage, and the Muppet Vampire cannot discerns the target's general emotional state and thoughts.


~ FIGURINES I OWN
+ female
+ Mind Drinker male


Genetic Ancestor(s)
Genetic Descendants
Lifespan
a vampire is considered to be immortal - unless properly 'killed'
Average Physique
Tall, pale and gaunt humanoids, who have an appearance of the race they were when living - their otherworldly presence and stillness can make a vampire stand out among the warm bodied living. With sharp dark facial features, red eyes that seem to glow in the absence of light and cold bodies that cast no reflection, vampires are as solitary as they come.

Vampires are pale due to their undead nature and avoidance of the sun. While their stillness comes from the fact that they no longer need to draw breath, making every action and inaction a conscious decision on their part. When forced into a corner, their sharp retractable fangs and claws become a declaration of warning to all creatures that bleed as any eloquence in their humanoid guise disappears, replaced with a primal bloodlust as they cut down the living like a plague.

Geographic Distribution

This article has no secrets.

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