Vampires Species in Other Realms | World Anvil

Vampires

Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.   Dark Desires Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into 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.   Born from Death Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.   Chained to the Grave Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.   Undead Nature Neither a vampire nor a vampire spawn requires air.   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:
  • 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.   Strahd Von Zarovich A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Raven loft, becoming Strahd's adviser and constant companion. In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.   Variants: Vampire Warriors and Spellcasters Some vampires have martial training and battlefield experience. A warrior vampire wearing plate armor (AC 18) and wielding a greatsword has a challenge rating of 15 (13,000 XP) and the following additional action options:   Multiattack The vampire makes two greatsword attacks.   Greatsword Melee Weapon Attack: d20+9 to hit, reach 5 ft., one creature. Hit: 2d6+4 slashing damage.   Some vampires are practitioners of the arcane arts. A spellcaster vampire spellcaster has a challenge rating of 15 (13,000 XP) and the following trait:   Spellcasting The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire has the following wizard spells prepared:  
Cantrips At Will Mage Hand Prestidigitation Ray of Frost
1st Level 4 Slots Comprehend Languages Fog Cloud Sleep
2nd Level 3 Slots Detect Thoughts Gust of Wind Mirror Image
3rd Level 3 Slots Animate Dead Bestow Curse Nondetection
4th Level 3 Slots Blight Greater Invisibility
5th Level 1 Slot Dominate Person
  Player Characters as Vampire The game statistics of a player character transformed into a vampire spawn and then avampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and 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, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life.      

Vampire Spawn

Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.


Armor Class15 (natural armor)
Hit Points 11d8+33
Speed30ft.
Strength16 (+3)
Dexterity16 (+3)
Constitution16 (+3)
Intelligence11 (+0)
Wisdom10 (+0)
Charisma12 (+1)
Saving ThrowsDexterity d20+6 Wisdom d20+3
SkillsPerception d20+3 Stealth d20+6
Damage ResistancesNecroticBludgeoningPiercing
Slashing from nonmagical weapons
SensesDarkvision 60ft.Passive Perception 13
LanguagesThe languages it knew in life
Challenge5 (1,800 XP)
Special 1RegenerationThe vampire regains 10 hit points at the startof its turn if it has at least 1 hit point
and isn't in sunlight or running water.If the vampire takes radiant damageor damage from holy water,this trait doesn't function at
the start of the vampire's next turn
Special 2Spider ClimbThe vampire can climb difficult surfaces,including upside down on ceilings,
without needing to make an ability check
Special 3Vampire WeaknessesThe vampire has the following flaws:
Flaw 1ForbiddanceThe vampire can't enter a residence withoutan invitation from one of the occupants
Flaw 2Harmed by Running WaterThe vampire takes 20 acid damagewhen it ends its turn in running water
Flaw 3Stake to the HeartThe vampire is destroyed if a piercing weapon madeof wood is driven into its heart while
it is incapacitated in its resting place
Flaw 4Sunlight HypersensitivityThe vampire takes 20 radiant damagewhen it starts its turn in sunlight.
While in sunlight, it has disadvantages onattack rolls and ability checks
Action 1MultiattackThe vampire makes two attacks,only one of which can be a bite attack
Action 2ClawsMelee Weapon Attack d20+6 to hit
Reach 5 ft., one creatureHit 2d4+3 slashing damage.Instead of dealing damage, the vampirecan grapple the target (escape DC 13)
Action 3BiteMelee Weapon Attack d20+6 to hit
Reach 5 ft., one willing creature,or a creature that is grappled by the vampire,incapacitated, or restrained.Hit 1d6+3 piercing damage
plus [roll:2d6) necrotic damage.The target's hit point maximum is reducedby 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 reducesits hit point maximum to 0

Vampire

Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.


Armor Class16 (natural armor)
Hit Points 17d8+68
Speed30ft.
Strength18 (+4)
Dexterity18 (+4)
Constitution18 (+4)
Intelligence17 (+3)
Wisdom15 (+2)
Charisma18 (+4)
Saving ThrowsDexterity d20+9 Wisdom d20+7 Charisma d20+9
SkillsPerception d20+7 Stealth d20+9
Damage ResistancesNecroticBludgeoningPiercing
Slashing from nonmagical weapons
SensesDarkvision 120 ft.Passive Perception 17
LanguagesThe languages it knew in life
Challenge13 (10,000 XP)
Special 1ShapechangerIf the vampire isn't in sunlight or running water,it can use its action to polymorph into
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.v 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'sspace 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 an advantage on Strength, Dexterity,and Constitution saving throws,and it is immune to all nonmagical damage,
except the damage it takes from sunlight
Special 2Legendary Resistance (3/Day)If the vampire fails a saving throw,it can choose to succeed instead
Special 3Misty EscapeWhen 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
Special 4RegenerationThe vampire regains 20 hit points at the start ofits 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
Special 5Spider ClimbThe vampire can climb difficult surfaces,including upside down on ceilings,
without needing to make an ability check
Special 6Vampire WeaknessesThe vampire has the following flaws:
Flaw 1ForbiddanceThe vampire can't enter a residence withoutan invitation from one of the occupant
Flaw 2Harmed by Running WaterThe vampire takes 20 acid damage ifit ends its turn in running water
Flaw 3Stake to the HeartIf a piercing weapon made of wood is driven intothe vampire's heart while the vampire is
incapacitated in its resting place,the vampire is paralyzed until the stake is removed
Flaw 4Sunlight HypersensitivityThe vampire takes 20 radiant damage whenit starts its turn in sunlight.
While in sunlight, it has disadvantageson attack rolls and ability checks
Action 1Multiattack (Vampire Form Only)The vampire makes two attacks,only one of which can be a bite attack
Action 2Unarmed Strike (Vampire Form Only)Melee Weapon Attack d20+9 to hit
Reach 5 ft., one creatureHit 1d8+4 bludgeoning damage.Instead of dealing damage,the vampire can grapple the target (escape DC 18)
Action 3Bite (Bat or Vampire Form Only)Melee Weapon Attack d20+9 to hit
Reach 5 ft., one willing creature,or a creature that is grappled by the vampire,incapacitated, or restrainedHit 1d6+4 piercing damage
plus 3d6 necrotic damage.The target's hit point maximum is reduced byan 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 reducesits hit point maximum to 0.A humanoid slain in this way and then buried in
the ground rises the following night as avampire spawn under the vampire's control
Action 4CharmThe vampire targets one humanoid it can see within 30 feet of it.If the target can see the vampire,
the target must succeed ona DC 17 Wisdom saving throw against this magicor 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 inthe 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 companionsdo anything harmful to the target,it can repeat the saving throw,
ending the effect on itself on a success.Otherwise, the effect lasts 24 hoursor until the vampire is destroyed,is on a different plane of existence than the target,
or takes a bonus action to end the effect
Action 5Children 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 vampireand obeying its spoken commands.
The beasts remain for 1 hour until the vampire dies,or until the vampire dismisses them as a bonus action
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1MoveThe vampire moves up to its speedwithout provoking opportunity attacks
Legendary Action 2Unarmed StrikeThe vampire makes one unarmed strike
Legendary Action 3Bite (Costs 2 Actions)The vampire makes one bite attack

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