Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dave2008" data-source="post: 8004379" data-attributes="member: 83242"><p>[ATTACH=full]270870[/ATTACH]</p><p><a href="https://www.deviantart.com/thedurrrrian/art/Sorin-Markov-the-lord-of-Innistrad-and-fab-hair-508131977" target="_blank">Sorin Markov the lord of Innistrad... and fab hair</a> by Durrrrian</p><p></p><p><strong><span style="font-size: 22px">Vampire (Lord)</span></strong></p><p><em>Medium Undead (Shapechanger), any evil alignment</em><img src="https://www.enworld.org/attachments/1598896179798-png.125328/" alt="1598896179798.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class </strong>18 (natural armor)</p><p><strong>Hit Points</strong> 171 (18d8 + 90; bloodied 85)</p><p><strong>Speed</strong> 60 ft., climb 50 ft.</p><p><img src="https://www.enworld.org/attachments/1598896181433-png.125329/" alt="1598896181433.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>22 (+5)</td><td>20 (+5)</td><td>20 (+5)</td><td>17 (+3)</td><td>15 (+2)</td><td>18 (+4)</td></tr></table><p><img src="https://www.enworld.org/attachments/1598896182723-png.125330/" alt="1598896182723.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Dex +10, Con +10, Wis +7, Cha +9</p><p><strong>Skills </strong>Arcana +8, Athletics +10, Persuasion +9, Perception +7, Stealth +10</p><p><strong>Damage Resistances </strong>cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> charmed, exhaustion, poisoned</p><p><strong>Senses </strong>darkvision 180 ft., passive perception 17</p><p><strong>Languages </strong>any language it knew in life</p><p><strong>Challenge</strong> 14 (11,500 XP) <strong>Proficiency Bonus</strong> +5</p><p><img src="https://www.enworld.org/attachments/1598896186606-png.125331/" alt="1598896186606.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><em><strong>Avoidance.</strong></em> If the vampire is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</p><p></p><p><strong><em>Brutal. </em></strong> The vampire deals an extra 8 damage when it hits with a melee weapon attack (included in the attack).</p><p></p><p><strong><em>Legendary Reactions. </em></strong>In addition to its normal reaction, a vampire can spend one legendary action to instead take a reaction. It can only take one reaction or legendary action per turn.</p><p></p><p><em><strong>Misty Escape.</strong></em> 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.</p><p></p><p>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 4 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.</p><p></p><p><em><strong>Regeneration.</strong></em> When vampire is not in its mist form, it regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. 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.</p><p></p><p><em><strong>Spider Climb.</strong></em> The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p></p><p><em><strong>Vampiric Flaws.</strong></em> The vampire has the following <a href="https://www.enworld.org/threads/5e-updates-monstrous-compendium.672508/post-8490610" target="_blank">vampire weaknesses</a>: <em>Forbiddance, Harmed by Running Water, Stake to the Heart, </em>and <em>Sunlight Hypersensitivity.</em></p><p></p><p><strong><em>Undead Marshall.</em></strong> Unless the vampire is incapacitated, it and undead creatures of its choice within 30 feet of it have advantage on saving throws against features that turn undead.</p><p></p><p><strong><em>Undead Resistance.</em></strong> The vampire lord has advantage on saving throws to resist effects that inflict the petrified, or stunned conditions.</p><p></p><p><u><strong>ACTIONS</strong></u></p><p><em><strong>Multiattack. (Vampire Form Only).</strong></em> The vampire makes two attacks, only one of which can be a bite attack.</p><p></p><p><em><strong>Unarmed Strike (Vampire Form Only).</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one creature. <em>Hit:</em> 21 (2d6 + 14) bludgeoning damage and if the target is a Large or smaller creature it must make a DC 19 strength saving throw or be grappled, knocked prone, or pushed 10 feet, the vampire's choice. Alternately, instead of dealing damage, the vampire can grapple the target (escape DC 19).</p><p></p><p><em><strong>Bite. (Bat or Vampire Form Only).</strong></em> <em>Melee Weapon Attack:</em>+10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. <em>Hit:</em> 16 (1d4 + 14) piercing damage plus 17 (5d6) 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.</p><p></p><p><em><strong>Charm.</strong></em> The vampire targets one humanoid it can see within 60 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 and it is a willing target for the vampire's bite attack.</p><p></p><p>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 or takes a bonus action to end the effect.</p><p></p><p><em><strong>Telekinesis.</strong></em> The vampire chooses one object or creature it can see within 90 feet of it that weights 5,000 lbs or less. The vampire can move the target up to 60 feet in any direction it wishes. A creature can make a DC 17 Strength saving throw, preventing the movement on a success.</p><p></p><p>If during this forced movement the target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was moved. If the target is moved at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.</p><p></p><p><em><strong>Change Shape.</strong></em> If the vampire isn't in sunlight, it can polymorph into a swarm of bats, or a Medium cloud of mist, or back into its true form.</p><p></p><p>While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 60 feet. 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.</p><p></p><p>While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 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, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.</p><p></p><p><em><strong>Children of the Night (1/Short Rest).</strong></em> The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 2 hours, until the vampire dies, or until the vampire dismisses them as a bonus action.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><strong><em>Lord of Shadows. </em></strong>If the vampire is in dim light or darker, it can take the Hide action.</p><p></p><p><em><strong>Undead Speed.</strong></em> The vampire lord can use a bonus action to take the Dash or Disengage actions.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>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.</p><p></p><p><strong>Move.</strong> The vampire moves up to its speed without provoking opportunity attack.</p><p><strong>Unarmed Strike.</strong> The vampire makes one unarmed strike attack.</p><p><strong>Unstoppable.</strong> The vampire removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated.</p><p><strong>Bite (Costs 2 Actions).</strong> The vampire makes one bite attack.</p><p><strong>Dominate (Cost 2 Actions).</strong> The vampire commands one creature it has charmed. The creature must use its reaction to move up to its speed and make an attack or cast a spell with a target of one creature. The vampire choses the action and the target.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8004379, member: 83242"] [ATTACH type="full"]270870[/ATTACH] [URL='https://www.deviantart.com/thedurrrrian/art/Sorin-Markov-the-lord-of-Innistrad-and-fab-hair-508131977']Sorin Markov the lord of Innistrad... and fab hair[/URL] by Durrrrian [B][SIZE=6]Vampire (Lord)[/SIZE][/B] [I]Medium Undead (Shapechanger), any evil alignment[/I][IMG alt="1598896179798.png"]https://www.enworld.org/attachments/1598896179798-png.125328/[/IMG] [B]Armor Class [/B]18 (natural armor) [B]Hit Points[/B] 171 (18d8 + 90; bloodied 85) [B]Speed[/B] 60 ft., climb 50 ft. [IMG alt="1598896181433.png"]https://www.enworld.org/attachments/1598896181433-png.125329/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]22 (+5)[/TD] [TD]20 (+5)[/TD] [TD]20 (+5)[/TD] [TD]17 (+3)[/TD] [TD]15 (+2)[/TD] [TD]18 (+4)[/TD] [/TR] [/TABLE] [IMG alt="1598896182723.png"]https://www.enworld.org/attachments/1598896182723-png.125330/[/IMG] [B]Saving Throws[/B] Dex +10, Con +10, Wis +7, Cha +9 [B]Skills [/B]Arcana +8, Athletics +10, Persuasion +9, Perception +7, Stealth +10 [B]Damage Resistances [/B]cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks [B]Condition Immunities[/B] charmed, exhaustion, poisoned [B]Senses [/B]darkvision 180 ft., passive perception 17 [B]Languages [/B]any language it knew in life [B]Challenge[/B] 14 (11,500 XP) [B]Proficiency Bonus[/B] +5 [IMG alt="1598896186606.png"]https://www.enworld.org/attachments/1598896186606-png.125331/[/IMG] [I][B]Avoidance.[/B][/I] If the vampire is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. [B][I]Brutal. [/I][/B] The vampire deals an extra 8 damage when it hits with a melee weapon attack (included in the attack). [B][I]Legendary Reactions. [/I][/B]In addition to its normal reaction, a vampire can spend one legendary action to instead take a reaction. It can only take one reaction or legendary action per turn. [I][B]Misty Escape.[/B][/I] 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 4 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. [I][B]Regeneration.[/B][/I] When vampire is not in its mist form, it regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. 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. [I][B]Spider Climb.[/B][/I] The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [I][B]Vampiric Flaws.[/B][/I] The vampire has the following [URL='https://www.enworld.org/threads/5e-updates-monstrous-compendium.672508/post-8490610']vampire weaknesses[/URL]: [I]Forbiddance, Harmed by Running Water, Stake to the Heart, [/I]and [I]Sunlight Hypersensitivity.[/I] [B][I]Undead Marshall.[/I][/B] Unless the vampire is incapacitated, it and undead creatures of its choice within 30 feet of it have advantage on saving throws against features that turn undead. [B][I]Undead Resistance.[/I][/B] The vampire lord has advantage on saving throws to resist effects that inflict the petrified, or stunned conditions. [U][B]ACTIONS[/B][/U] [I][B]Multiattack. (Vampire Form Only).[/B][/I] The vampire makes two attacks, only one of which can be a bite attack. [I][B]Unarmed Strike (Vampire Form Only).[/B][/I] [I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one creature. [I]Hit:[/I] 21 (2d6 + 14) bludgeoning damage and if the target is a Large or smaller creature it must make a DC 19 strength saving throw or be grappled, knocked prone, or pushed 10 feet, the vampire's choice. Alternately, instead of dealing damage, the vampire can grapple the target (escape DC 19). [I][B]Bite. (Bat or Vampire Form Only).[/B][/I] [I]Melee Weapon Attack:[/I]+10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. [I]Hit:[/I] 16 (1d4 + 14) piercing damage plus 17 (5d6) 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. [I][B]Charm.[/B][/I] The vampire targets one humanoid it can see within 60 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 and it is a willing target for the vampire's bite 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 or takes a bonus action to end the effect. [I][B]Telekinesis.[/B][/I] The vampire chooses one object or creature it can see within 90 feet of it that weights 5,000 lbs or less. The vampire can move the target up to 60 feet in any direction it wishes. A creature can make a DC 17 Strength saving throw, preventing the movement on a success. If during this forced movement the target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was moved. If the target is moved at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone. [I][B]Change Shape.[/B][/I] If the vampire isn't in sunlight, it can polymorph into a swarm of bats, 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 60 feet. 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 30 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, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. [I][B]Children of the Night (1/Short Rest).[/B][/I] The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 2 hours, until the vampire dies, or until the vampire dismisses them as a bonus action. [B][U]BONUS ACTIONS[/U] [I]Lord of Shadows. [/I][/B]If the vampire is in dim light or darker, it can take the Hide action. [I][B]Undead Speed.[/B][/I] The vampire lord can use a bonus action to take the Dash or Disengage actions. [B][U]LEGENDARY ACTIONS[/U][/B] 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. [B]Move.[/B] The vampire moves up to its speed without provoking opportunity attack. [B]Unarmed Strike.[/B] The vampire makes one unarmed strike attack. [B]Unstoppable.[/B] The vampire removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated. [B]Bite (Costs 2 Actions).[/B] The vampire makes one bite attack. [B]Dominate (Cost 2 Actions).[/B] The vampire commands one creature it has charmed. The creature must use its reaction to move up to its speed and make an attack or cast a spell with a target of one creature. The vampire choses the action and the target. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
Top