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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8480217" data-attributes="member: 83242"><p>[ATTACH=full]270872[/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 (Elder) - WIP</span></strong></p><p><em>Medium Undead (Shapechanger), any evil alignment</em></p><p><img src="https://www.enworld.org/attachments/1598896179798-png.125328/" alt="1598896179798.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class </strong>17 (natural armor)</p><p><strong>Hit Points</strong> 127 (15d8 + 60; bloodied 63)</p><p><strong>Speed</strong> 50 ft., climb 40 ft.</p><p><img src="https://www.enworld.org/attachments/1598896181433-png.125329/" alt="1598896181433.png" class="fr-fic fr-dii fr-draggable " 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>20 (+5)</td><td>19 (+4)</td><td>18 (+4)</td><td>14 (+2)</td><td>12 (+1)</td><td>14 (+2)</td></tr></table><p><img src="https://www.enworld.org/attachments/1598896182723-png.125330/" alt="1598896182723.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> Dex +8, Wis +5, Cha +6</p><p><strong>Skills </strong>Athletics +9, Persuasion +6, Perception +5, Stealth +8</p><p><strong>Damage Resistances </strong>cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> exhaustion, poisoned</p><p><strong>Senses </strong>darkvision 120 ft., passive perception 15</p><p><strong>Languages </strong>any language it knew in life</p><p><strong>Challenge</strong> 10 (5,900 XP) <strong>Proficiency Bonus</strong> +4</p><p><img src="https://www.enworld.org/attachments/1598896186606-png.125331/" alt="1598896186606.png" class="fr-fic fr-dii fr-draggable " 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 5 damage when it hits with a melee weapon attack (included in the attack).</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 1 hour 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 4 hours in its resting place with 0 hit points, it regains 1 hit point.</p><p></p><p><strong><em>Reactive. </em></strong>The vampire can take two reactions each round, but only one can be a Bite and only once per turn.</p><p></p><p><em><strong>Regeneration.</strong></em> The vampire regains 15 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.</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><u><strong>ACTIONS</strong></u></p><p><em><strong>Multiattack.</strong></em> The vampire makes two attacks, only one of which can be a bite attack.</p><p></p><p><em><strong>Claws (Vampire form only).</strong> Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one creature. <em>Hit:</em> 17 (2d6 + 10) slashing damage and, if the vampire wishes, a medium or smaller target must make a DC 17 strength saving throw or be grappled (escape DC 17).</p><p></p><p><em><strong>Bite (Bat or Vampire form only).</strong> Melee Weapon Attack.</em> +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. <em>Hit.</em> 13 (1d4 + 11) piercing damage plus 14 (4d6) 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.</p><p></p><p><em><strong>Charm.</strong></em> 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 14 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 8 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 60 feet of it and that weights 1,000 lbs or less. The vampire can move the target up to 30 feet in any direction it wishes. A creature can make a DC 14 Strength saving throw, preventing the movement on a success.</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 1d6 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 2d6 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 1 hour, 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><em><strong>Vampiric Speed.</strong></em> The vampire can use a bonus action to take the Dash, or Disengage actions.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Bite.</strong></em> When a creature ends its turn grappled by the vampire, the vampire can make a bite attack against that creature.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8480217, member: 83242"] [ATTACH type="full"]270872[/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 (Elder) - WIP[/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]17 (natural armor) [B]Hit Points[/B] 127 (15d8 + 60; bloodied 63) [B]Speed[/B] 50 ft., climb 40 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]20 (+5)[/TD] [TD]19 (+4)[/TD] [TD]18 (+4)[/TD] [TD]14 (+2)[/TD] [TD]12 (+1)[/TD] [TD]14 (+2)[/TD] [/TR] [/TABLE] [IMG alt="1598896182723.png"]https://www.enworld.org/attachments/1598896182723-png.125330/[/IMG] [B]Saving Throws[/B] Dex +8, Wis +5, Cha +6 [B]Skills [/B]Athletics +9, Persuasion +6, Perception +5, Stealth +8 [B]Damage Resistances [/B]cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks [B]Condition Immunities[/B] exhaustion, poisoned [B]Senses [/B]darkvision 120 ft., passive perception 15 [B]Languages [/B]any language it knew in life [B]Challenge[/B] 10 (5,900 XP) [B]Proficiency Bonus[/B] +4 [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 5 damage when it hits with a melee weapon attack (included in the attack). [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 1 hour 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 4 hours in its resting place with 0 hit points, it regains 1 hit point. [B][I]Reactive. [/I][/B]The vampire can take two reactions each round, but only one can be a Bite and only once per turn. [I][B]Regeneration.[/B][/I] The vampire regains 15 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. [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] [U][B]ACTIONS[/B][/U] [I][B]Multiattack.[/B][/I] The vampire makes two attacks, only one of which can be a bite attack. [I][B]Claws (Vampire form only).[/B] Melee Weapon Attack:[/I] +9 to hit, reach 5 ft., one creature. [I]Hit:[/I] 17 (2d6 + 10) slashing damage and, if the vampire wishes, a medium or smaller target must make a DC 17 strength saving throw or be grappled (escape DC 17). [I][B]Bite (Bat or Vampire form only).[/B] Melee Weapon Attack.[/I] +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. [I]Hit.[/I] 13 (1d4 + 11) piercing damage plus 14 (4d6) 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. [I][B]Charm.[/B][/I] 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 14 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 8 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 60 feet of it and that weights 1,000 lbs or less. The vampire can move the target up to 30 feet in any direction it wishes. A creature can make a DC 14 Strength saving throw, preventing the movement on a success. [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 1d6 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 2d6 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 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. [B][U]BONUS ACTIONS[/U][/B] [I][B]Vampiric Speed.[/B][/I] The vampire can use a bonus action to take the Dash, or Disengage actions. [B][U]REACTIONS[/U][/B] [I][B]Bite.[/B][/I] When a creature ends its turn grappled by the vampire, the vampire can make a bite attack against that creature. [/QUOTE]
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