Kryx RPGThemesMonsters

Vampire Warrior

Medium undead (shapechanger)
Challenge
13

STR
4
DEX
4
CON
4
INT
3
WIS
2
CHA
4

144
17d8+68
20
Soak
3
Fort
+4
Ref
+9
Will
+8
Defense note plate
Damage resistances necrotic; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities poison
Condition immunities diseased, exhausted, poisoned

Speed 5 m.
Skills Insight +2 (13), Perception +7 (18), Persuasion +9 (20), Stealth +9 (20)
Senses darkvision 20 m.
Languages the languages it knew in life

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.

Legendary Resistance (3/day). If the vampire fails a saving throw, it can choose to succeed instead.

Maneuvers. The vampire warrior uses maneuvers (maneuver save DC 17). It has 18 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, hamstring, parry, slice through, spring attack, trip, whirling blade

2 stamina dice: frenzy

Misty Escape. When it drops to 0 health 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 health 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 health. After spending 1 hour in its resting place with 0 health, it regains 1 health.

Regeneration. The vampire regains 20 health at the start of its turn if it has at least 1 health 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.

Spellcasting. The vampire warrior’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has 6 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 16th-level spellcaster): blood siphon, charm, crimson blade

1 mana: analyze blood, avasculate, blood armor, blood drain, blood money, blood puppet, blood purge, blood sentinel, blooddrinking weapon, bloodhound, charm creature, charming presence, command, friends, hypnotize, inflict wounds, instinctive charm, pass without trace, shadow jaunt, shadow veil

2 mana: animate blood, avascular mass, bind blood, blood bond, blood transcription, compulsion, create homunculus, enthrall, leathery wings, suggestion

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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 mist takes 20 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.

Actions (2)

Unarmed Strike (Vampire form only). Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 17).

Bite (Bat or Vampire form only; 1/turn). Melee Weapon Attack: +9 to hit, reach 1 m., 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 maximum health is reduced by an amount equal to the necrotic damage taken, and the vampire regains health equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its maximum health 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.

Change Shape (1/turn). If the vampire isn’t in sunlight or running water, it can 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 1 meter, and it has a flying speed of 5 meters. 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 5 meters, 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 Fortitude saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Charm (1/turn). The vampire targets one humanoid it can see within 5 meters of it. If the target can see the vampire, the target must succeed on a DC 17 Will 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 bit 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 ends the effect on its turn (no action required).

Children of the Night (1/long rest). 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 on its turn (no action required).

Greatsword. Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 10 (1d12 + 4) slashing damage.

Shortsword. Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 7 (1d6 + 4) piercing damage.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The vampire warrior regains spent legendary actions at the start of its turn.

Bite. The vampire makes one bite attack.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Regional Effects

The region containing the vampire warrior's lair is warped by the vampire warrior’s magic, which creates one or more of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.

  • Plants within 200 meters of the lair wither, and their stems and branches become twisted and thorny.

  • Shadows cast within 200 meters of the lair seem abnormally gaunt and sometimes move as though alive.

  • A creeping fog clings to the ground within 200 meters of the vampire’s la ir. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Urbanmm

Maneuvers

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

1 minute/stamina die

As an action, you can make a melee weapon attack that deals slashing damage in an attempt to cripple the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take slashing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.