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<blockquote data-quote="Faolyn" data-source="post: 8760052" data-attributes="member: 6915329"><p>A brief break from elementals, so now, Hearts of Darkness. Not the film, but an article by Tom Moldvay on vampires, and the first of several fascinating articles he produced on different types of undead. He created a statblock for Dracula (all of his attributes are 17, except for Strength and Constitution, both 19—not too shabby for 1e), and also wrote up three new types of vampires. Of the three, however, one of them, the ch’ing shih, has already been done for 5e (under the name jiangshi), and the other, the baobhan sith, is a bit too much like the regular vampire, with the sole exception being a vulnerability to cold iron and no particular weakness against silver. They were <em>also </em>in Ravenloft (2e and 3x), but as evil sprites, not as undead. So I’m only doing one of these vampires: the Greek <strong>vrykolaka</strong>.</p><p></p><p>It’s the result of an evil spirit possessing a corpse, not of a person transitioning to undeath. When the vrykolaks was used in 3x Ravenloft, it was written as a plague-bringer, which certainly fits with much of what Moldvay wrote. I’m going to combine a few elements from Ravenloft’s version into this one to spice it up a bit, because the article’s vrykolaka is a bit plain.</p><p></p><p>Before I get into the monster, I just noticed a weird thing. I was looking at my pdf for the vampire for inspiration and phrasing, and one of the Settlement Signs was “<strong>silver crosses</strong> […] hang above every door.” Crosses? In <em>my</em> medieval fantasy game? What’s up with that, Level Up writer’s team? Why not say holy symbols? Sheesh. (Although actually, way back in 2e, Van Richten's Guide to Vampires did the exact same thing: it mentioned that any holy symbol will do to ward off a vampire, not just the traditional crosses and stars.)</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)">Vrykolaka</span></span></strong></p><p>Hearts of Darkness, Dragon Magazine #126</p><p>Created by Tom Moldvay</p><p></p><p>Vrykolakas resemble corpses, clearly dead but not rotting, with discolored, diseased-looking skin stretched tightly across their bloated bodies, and with eyes that glow a faint, sickly green. Their joints are stiff with rigor mortis that causes their movements to be jerky and uncoordinated. They rarely wear more than a tattered burial shroud, and often not even that. They are a particularly noxious type of vampiric undead, as they spread disease with their bite.</p><p></p><p><strong><em>Possessed Corpses.</em></strong> Unlike the better known vampire, vrykolaka are not merely a dead person brought back to life with a thirst. Instead, they are formed when an evil spirit possesses a corpse. Usually, this spirit is the spirit of the original owner who managed to escape being trapped in Hell or the Abyss or other terrible afterlife—usually, but not always.</p><p></p><p>Regardless of the type of spirit that animates their corpse, the vrykolaka retains at least a few memories of their body’s original life. They are known to call out the names of those who meant something to them while they were alive, and even go so far as to knock on their doors, in the hopes of drawing them out.</p><p></p><p><strong><em>Feral Hunters.</em></strong> A vampire is typically urbane creatures; even the wildest and cruelest of them retain a level of sophistication and style. A vrykolaka, however, is debased, almost more beast than person. They have a low, animalistic cunning and are relentless when they fight—and when they fight, their bestial natures often get the better of them, causing them to rely on brute force rather than any finesse.</p><p></p><p><strong><em>Resting Place.</em></strong> Vrykolakas tend to lair in charnel pits, unearthed graves, desecrated crypts, sewers, and they rest on piles of bones or on the remains of their last meal—they do not require the soil of their homeland. They only need to sleep for six hours, once per week, and they don’t need to hide from the sun—while sunlight hurts their eyes, they take no particular damage from it. They still prefer the night, as it is easier for them to stalk their prey then.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With History or Religion check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Vrykolaka are diseased, vampiric creatures that drink blood. They also enjoy eating the livers of their deceased victims.</p><p></p><p><strong>DC 15.</strong> Those who meet the vrykolaka’s gaze have their strength sapped, to the point that they can even die from it. These victims then rise as new vrykolakas. Vrykolakas like to call their victim’s names, causing terror and sometimes madness.</p><p></p><p><strong>DC 20.</strong> A vrykolaka is created by an evil spirit possessing a corpse. This spirit can be briefly exorcised from the corpse using magic such as <em>dispel evil and good</em>, causing the body itself to collapse and be far more easily destroyed.</p><p></p><p><strong><span style="font-size: 18px">Vrykolaka Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> hill, tomb, settlement, sewer.</p><p></p><p><strong>CR 5-10</strong> vrykolaka; vrykolaka with 1d4+2 giant rats</p><p><strong><em>Treasure:</em></strong> 250 gp, a carved and polished bone orb (worth 100 gp), a rat-nibbled tapestry depicting an ancient war (worth 250 gp), gold bracelets (worth 500 gp), a dozen clay pots (10 gp each), tortoiseshell comb carved with galloping horses (worth 50 gp), <em>periapt of wound closure, +1 chain shirt </em>made of bronze.</p><p></p><p><strong>CR 11-16</strong> vrykolaka with 1-2 vrykolaka spawn; vrykolaka with ghast and 1d4+2 ghouls; vrykolaka with 2-3 wererats and 2d4 giant rats or swarm of rats; vrykolaka with otyugh</p><p><strong><em>Treasure:</em></strong> 100 pp, 400 gp, Earthenware bowl, stained with sacrificial blood (worth 50 gp), amber and bronze earrings (worth 100 gp), bib necklace made of many colors of jade (worth 1,000 gp), tarnished silver jewelry box (worth 250 gp), death mask made of marble and gold, depicting the vrykolaka when it was alive (worth 250 gp), <em>dust of sneezing and choking,</em> <em>earth charm, osseus warhammer</em></p><p></p><p><strong>CR 17-22</strong> elder vrykolaka; vrykolaka with 1-2 vrykolaka spawn, 2-3 ghasts</p><p><strong><em>Treasure: </em></strong>350 pp, 1,250 gp oversized ruby (worth 5,000 gp), white-gold band set with a dozen tiny opals (worth 2,500 gp), ivory medallion carved in the shape of a dragon (worth 500 gp), a book containing notes leading to the discovery of a rare 4th-level spell, <em>ring of free action, wand of wonder, +2 shield</em> decorated with the vrykolaka’s heraldic symbol.</p><p></p><p><strong>CR 23-30</strong> elder vrykolaka with vrykolaka; elder vrykolaka with 2 otyughs or 1 ur-otyugh</p><p><strong><em>Treasure:</em></strong> 8,000 gp, 5 emeralds (worth 1,000 gp each), blue sapphire earrings (worth 2,500 gp), cup elaborated carved out of a single chunk of agate (worth 250 gp), flower-shaped brooch carved out of coral (worth 100 gp), obsidian and electrum puzzle box (functions as an <em>iron flask</em>), <em>figurine of wondrous power (ivory goats), </em>six <em>+2 arrows</em> and one <em>arrow of slaying, goblin mask, marvelous pigments</em>.</p><p></p><p><strong><span style="font-size: 18px">Wilderness Signs</span></strong></p><p>1. An unpleasant, insectile chittering noise all around.</p><p>2. A dead adventurer with their throat torn out and their liver missing.</p><p>3. The plant life is sickly and slimy to the touch.</p><p>4. An unpleasant-smelling, jaundiced fog covers the ground.</p><p></p><p><strong><span style="font-size: 18px">Settlement Signs</span></strong></p><p>1. An inordinate number of rats and verminous insects.</p><p>2. Townsfolk seem sickly; the entire town is suffering from a pandemic.</p><p>3. In the distance, the sound of someone’s name being called.</p><p>4. Holy symbols hang above every door.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Resting on a pile of ancient bones.</p><p>2. Fighting with one of its spawns or minions; deciding who will eat the villager they have captured.</p><p>3. Calling a party member’s name.</p><p>4. Hiding in ambush.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Vrykolaka</span></span></strong></p><p><strong>Medium legendary undead (shapechanger)</strong></p><p>Challenge 9 (5,000 XP)</p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 119 (14d8+56; bloodied 60) 133</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 20 (+5) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 11 (+0) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +4</p><p><strong>Maneuver DC</strong> 17</p><p><strong>Saving Throws</strong> Con +8, Wis +6</p><p><strong>Skills</strong> Perception +7</p><p><strong>Damage Resistances</strong> necrotic; damage from nonmagical, nonsilver weapons</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 17</p><p><strong>Languages</strong> The languages it knew in life</p><p><strong><em>Call of the Dead (1/Day, usable only at night).</em></strong> The vrykolaka calls the name of a specific humanoid that is within 300 feet of it. As long as that humanoid isn’t deafened, it will its name, regardless of other circumstances. The target must make a DC 14 Wisdom saving throw or take 5 (1d10) psychic damage and be frightened for 24 hours and subject to feelings of intense pressure and oppression. On a success, the target takes half damage and is frightened for 1 minute.</p><p> At the end of each hour while frightened, the target must make a new saving throw, ending the effect on a success or taking a level of strife on a failure. A creature that is frightened in this manner gains no benefits from short or long rests.</p><p><strong><em>Magic Resistance. </em></strong>The vrykolaka has advantage on saving throws versus spells and other magical effects.</p><p><strong><em>Legendary Resistance (3/Day).</em></strong> When the vrykolaka fails a saving throw, it can choose to succeed instead. When it does so, rats or insects chew their way out of its body, inflicting 2 (1d4) damage to it.</p><p><strong><em>Regeneration. </em></strong>The vrykolaka 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 vrykolaka takes fire or radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolaka’s next turn.</p><p><strong><em>Skittering Recovery.</em></strong> When the vampire drops to 0 hit points, instead of falling unconscious, it turns into a swarm of rats or insects as if it has used its Shapechange legendary action. It can’t revert to its true form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vrykolaka form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire or radiant damage, or by a cleric successfully turning it, but it is otherwise immune to damage.</p><p><strong><em>Spider Climb.</em></strong> The vrykolaka can climb even on difficult surface and upside down on ceilings.</p><p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the vrykolaka has disadvantage on attack rolls and Perception checks that rely on sight.</p><p><strong><em>Vrykolaka Weaknesses.</em></strong> A vrykolaka that is targeted by the Mental Resistance version of the <em>dispel evil and good </em>spell must make a Wisdom saving throw against the caster’s spell save DC. On a failure, the animating spirit is briefly forced out of its body and the body falls prone and is incapacitated for 1 minute. It may make a new saving throw at the start of each of its turns, ending the effect and returning to its body on a success. The vrykolaka does not have advantage when it makes these saving throws.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Grab (Vrykolaka Form Only). </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>(2d8+5) bludgeoning damage plus 4 (1d8) poison damage. The target is grappled (escape DC 17) and restrained while grappled in this way.</p><p><strong><em>Sapping Gaze (Gaze).</em></strong> The vrykolaka targets a creature that it can see within 30 feet of it. If the creature can see the vrykolaka, it must make a DC 14 Constitution saving throw or take one level of fatigue. If the target becomes Doomed because of this gaze, then when it dies, it will rises the following night as a vrykolaka spawn. A <em>bless, gentle repose,</em> or similar spell cast on the body prevents this transformation.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Bite (Vampire Form Only).</em></strong><em> Melee Weapon Attack: </em>+9 to hit, reach 5 ft., one target that is frightened, grappled, incapacitated, restrained, willing, or unaware of the vrykolaka’s presence. <em>Hit:</em> 9 (1d10+5) piercing damage plus 21 (6d6) necrotic damage, and the target must make a DC 15 Constitution saving throw or contract sewer plague (as per Diseases in chapter 7: Maladies in <em>Trials & Treasures</em>).</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Hissing Scuttle (1/Day).</em></strong> When the vrykolaka takes radiant damage, it moves up to its Speed without provoking opportunity attacks.</p><p><strong><em>Terrible Eyes (1/Day).</em></strong> When a creature the vampire can see targets it with a melee attack but before the attack is made, the vrykolaka uses its Sapping Gaze on that creature.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The vrykolaka takes 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p><strong><em>Grab.</em></strong> The vrykolaka makes a Grab attack.</p><p><strong><em>Shapechange.</em></strong> The vrykolaka transforms into a swarm of rats or swarm of insects or back into its true form. While transformed, it has the beast’s size and movement modes. It can’t use reactions or legendary actions, and can’t speak. Otherwise, it uses the vrykolaka’s statistics. Anything it’s carrying transforms with it.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>A vrykolaka typically scuttles about on ceilings before dropping onto their prey from above. Its first actions are to use its Sapping Gaze to weaken an opponent, at which point it bites. When bloodied, it retreats in swarm form and flees. It will later use its Call of the Dead to torment the target.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px">Variant: Elder Vrykolaka</span></span></strong></p><p>As the vrykolaka ages, the bond between spirit and body grows stronger. Although these creatures rarely if ever develop the huge families or control kingdoms like vampires, they become somewhat smarter and wilier, and their mere presence causes disease and rot to spread throughout the lands they call their own.</p><p></p><p>The elder vrykolaka is an elite monster, equal to two CR 9 monsters (10,000 XP). It has 238 (28d8+112; bloodied 119) hit points and truesight out to a distance of 60 ft. It has Intelligence becomes 13 (+1). The elder vrykolaka has the following additional traits:</p><p></p><p><strong><em>Blood Frenzy.</em></strong> While bloodied, the vrykolaka can take 3 legendary actions instead of 1.</p><p></p><p><strong><em>Foulness.</em></strong> A creature that takes a long rest within 1 mile of the vrykolaka’s lair has disadvantage on saving throws against contracting nonmagical diseases for 24 hours.</p><p></p><p>The elder vrykolaka has the following legendary actions, which it can only use while bloodied:</p><p></p><p><strong><em>Elite Recovery.</em></strong> The vrykolaka ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated.</p><p><strong><em>Momentary Transformation (True Form Only).</em></strong> The vrykolaka uses Shapechange, moves up to its Speed without provoking opportunity attacks, then returns to its true form.</p><p><strong><em>Create Ghoul (1/Day; Costs 2 Actions).</em></strong> The vrykolaka magically raises a dead humanoid as a ghoul. The ghoul is friendly to the vrykolaka but not under its control.</p><p><strong><em>Bite (Costs 2 Actions).</em></strong> The vrykolaka makes a bite attack. On a hit, the creature is poisoned until the end of its next turn.</p><p><strong><em>Death and Disease (1/Day; Costs 3 Actions).</em></strong> The vrykolaka casts <em>contagion.</em> Its spellcasting attribute is Charisma (spell save DC 14).</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Vrykolaka Spawn</span></span></strong></p><p><strong>Medium undead</strong></p><p>Challenge 3 (750 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 60 (8d8+24; bloodied 30)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 9 (-1) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 13</p><p><strong>Saving Throws</strong> Con +5, Wis +4</p><p><strong>Skills</strong> Perception +4</p><p><strong>Damage Vulnerabilities</strong> radiant</p><p><strong>Damage Resistances</strong> necrotic; damage from nonmagical, nonsilver weapons</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> The languages it knew in life</p><p><strong><em>Magic Resistance. </em></strong>The vrykolaka has advantage on saving throws versus spells and other magical effects.</p><p><strong><em>Regeneration. </em></strong>The vrykolaka regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vrykolaka takes fire or radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolaka’s next turn.</p><p><strong><em>Spider Climb.</em></strong> The vrykolaka can climb even on difficult surface and upside down on ceilings.</p><p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the vrykolaka has disadvantage on attack rolls and Perception checks that rely on sight.</p><p><strong><em>Vrykolaka Weaknesses.</em></strong> A vrykolaka that is targeted by the Mental Resistance version of the <em>dispel evil and good </em>spell must make a Wisdom saving throw against the caster’s spell save DC. On a failure, the animating spirit is briefly forced out of its body and it falls prone and is incapacitated for 1 minute. It may make a new saving throw at the start of each of its turns, ending the effect and returning to its body on a success. The vrykolaka does not have advantage when it makes these saving throws.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Grab (Vrykolaka Form Only). </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit: 8 </em>(1d8+4) bludgeoning damage The target is grappled (escape DC 13).</p><p><strong><em>Bite (Vampire Form Only).</em></strong><em> Melee Weapon Attack: </em>+8 to hit, reach 5 ft., one target that is frightened, grappled, incapacitated, restrained, willing, or unaware of the vrykolaka’s presence. <em>Hit:</em> 9 (1d10+5) piercing damage plus 14 (4d6) necrotic damage, and the target must make a DC 15 Constitution saving throw or contract sewer plague (as per Diseases in chapter 7: Maladies in <em>Trials & Treasures</em>).</p><p><strong><em>Sapping Gaze (Gaze).</em></strong> The vrykolaka targets a creature that it can see within 30 feet of it. If the creature can see the vrykolaka, it must make a DC 13 Constitution saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much on a successful one.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Hissing Scuttle (1/Day).</em></strong> When the vrykolaka takes radiant damage, it moves up to its Speed without provoking opportunity attacks.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8760052, member: 6915329"] A brief break from elementals, so now, Hearts of Darkness. Not the film, but an article by Tom Moldvay on vampires, and the first of several fascinating articles he produced on different types of undead. He created a statblock for Dracula (all of his attributes are 17, except for Strength and Constitution, both 19—not too shabby for 1e), and also wrote up three new types of vampires. Of the three, however, one of them, the ch’ing shih, has already been done for 5e (under the name jiangshi), and the other, the baobhan sith, is a bit too much like the regular vampire, with the sole exception being a vulnerability to cold iron and no particular weakness against silver. They were [I]also [/I]in Ravenloft (2e and 3x), but as evil sprites, not as undead. So I’m only doing one of these vampires: the Greek [B]vrykolaka[/B]. It’s the result of an evil spirit possessing a corpse, not of a person transitioning to undeath. When the vrykolaks was used in 3x Ravenloft, it was written as a plague-bringer, which certainly fits with much of what Moldvay wrote. I’m going to combine a few elements from Ravenloft’s version into this one to spice it up a bit, because the article’s vrykolaka is a bit plain. Before I get into the monster, I just noticed a weird thing. I was looking at my pdf for the vampire for inspiration and phrasing, and one of the Settlement Signs was “[B]silver crosses[/B] […] hang above every door.” Crosses? In [I]my[/I] medieval fantasy game? What’s up with that, Level Up writer’s team? Why not say holy symbols? Sheesh. (Although actually, way back in 2e, Van Richten's Guide to Vampires did the exact same thing: it mentioned that any holy symbol will do to ward off a vampire, not just the traditional crosses and stars.) [B][SIZE=6][COLOR=rgb(65, 168, 95)]Vrykolaka[/COLOR][/SIZE][/B] Hearts of Darkness, Dragon Magazine #126 Created by Tom Moldvay Vrykolakas resemble corpses, clearly dead but not rotting, with discolored, diseased-looking skin stretched tightly across their bloated bodies, and with eyes that glow a faint, sickly green. Their joints are stiff with rigor mortis that causes their movements to be jerky and uncoordinated. They rarely wear more than a tattered burial shroud, and often not even that. They are a particularly noxious type of vampiric undead, as they spread disease with their bite. [B][I]Possessed Corpses.[/I][/B] Unlike the better known vampire, vrykolaka are not merely a dead person brought back to life with a thirst. Instead, they are formed when an evil spirit possesses a corpse. Usually, this spirit is the spirit of the original owner who managed to escape being trapped in Hell or the Abyss or other terrible afterlife—usually, but not always. Regardless of the type of spirit that animates their corpse, the vrykolaka retains at least a few memories of their body’s original life. They are known to call out the names of those who meant something to them while they were alive, and even go so far as to knock on their doors, in the hopes of drawing them out. [B][I]Feral Hunters.[/I][/B] A vampire is typically urbane creatures; even the wildest and cruelest of them retain a level of sophistication and style. A vrykolaka, however, is debased, almost more beast than person. They have a low, animalistic cunning and are relentless when they fight—and when they fight, their bestial natures often get the better of them, causing them to rely on brute force rather than any finesse. [B][I]Resting Place.[/I][/B] Vrykolakas tend to lair in charnel pits, unearthed graves, desecrated crypts, sewers, and they rest on piles of bones or on the remains of their last meal—they do not require the soil of their homeland. They only need to sleep for six hours, once per week, and they don’t need to hide from the sun—while sunlight hurts their eyes, they take no particular damage from it. They still prefer the night, as it is easier for them to stalk their prey then. [B][SIZE=5]Legends and Lore[/SIZE][/B] With History or Religion check, the characters can learn the following: [B]DC 10.[/B] Vrykolaka are diseased, vampiric creatures that drink blood. They also enjoy eating the livers of their deceased victims. [B]DC 15.[/B] Those who meet the vrykolaka’s gaze have their strength sapped, to the point that they can even die from it. These victims then rise as new vrykolakas. Vrykolakas like to call their victim’s names, causing terror and sometimes madness. [B]DC 20.[/B] A vrykolaka is created by an evil spirit possessing a corpse. This spirit can be briefly exorcised from the corpse using magic such as [I]dispel evil and good[/I], causing the body itself to collapse and be far more easily destroyed. [B][SIZE=5]Vrykolaka Encounters[/SIZE] [I]Terrain:[/I][/B] hill, tomb, settlement, sewer. [B]CR 5-10[/B] vrykolaka; vrykolaka with 1d4+2 giant rats [B][I]Treasure:[/I][/B] 250 gp, a carved and polished bone orb (worth 100 gp), a rat-nibbled tapestry depicting an ancient war (worth 250 gp), gold bracelets (worth 500 gp), a dozen clay pots (10 gp each), tortoiseshell comb carved with galloping horses (worth 50 gp), [I]periapt of wound closure, +1 chain shirt [/I]made of bronze. [B]CR 11-16[/B] vrykolaka with 1-2 vrykolaka spawn; vrykolaka with ghast and 1d4+2 ghouls; vrykolaka with 2-3 wererats and 2d4 giant rats or swarm of rats; vrykolaka with otyugh [B][I]Treasure:[/I][/B] 100 pp, 400 gp, Earthenware bowl, stained with sacrificial blood (worth 50 gp), amber and bronze earrings (worth 100 gp), bib necklace made of many colors of jade (worth 1,000 gp), tarnished silver jewelry box (worth 250 gp), death mask made of marble and gold, depicting the vrykolaka when it was alive (worth 250 gp), [I]dust of sneezing and choking,[/I] [I]earth charm, osseus warhammer[/I] [B]CR 17-22[/B] elder vrykolaka; vrykolaka with 1-2 vrykolaka spawn, 2-3 ghasts [B][I]Treasure: [/I][/B]350 pp, 1,250 gp oversized ruby (worth 5,000 gp), white-gold band set with a dozen tiny opals (worth 2,500 gp), ivory medallion carved in the shape of a dragon (worth 500 gp), a book containing notes leading to the discovery of a rare 4th-level spell, [I]ring of free action, wand of wonder, +2 shield[/I] decorated with the vrykolaka’s heraldic symbol. [B]CR 23-30[/B] elder vrykolaka with vrykolaka; elder vrykolaka with 2 otyughs or 1 ur-otyugh [B][I]Treasure:[/I][/B] 8,000 gp, 5 emeralds (worth 1,000 gp each), blue sapphire earrings (worth 2,500 gp), cup elaborated carved out of a single chunk of agate (worth 250 gp), flower-shaped brooch carved out of coral (worth 100 gp), obsidian and electrum puzzle box (functions as an [I]iron flask[/I]), [I]figurine of wondrous power (ivory goats), [/I]six [I]+2 arrows[/I] and one [I]arrow of slaying, goblin mask, marvelous pigments[/I]. [B][SIZE=5]Wilderness Signs[/SIZE][/B] 1. An unpleasant, insectile chittering noise all around. 2. A dead adventurer with their throat torn out and their liver missing. 3. The plant life is sickly and slimy to the touch. 4. An unpleasant-smelling, jaundiced fog covers the ground. [B][SIZE=5]Settlement Signs[/SIZE][/B] 1. An inordinate number of rats and verminous insects. 2. Townsfolk seem sickly; the entire town is suffering from a pandemic. 3. In the distance, the sound of someone’s name being called. 4. Holy symbols hang above every door. [B][SIZE=5]Behavior[/SIZE][/B] 1. Resting on a pile of ancient bones. 2. Fighting with one of its spawns or minions; deciding who will eat the villager they have captured. 3. Calling a party member’s name. 4. Hiding in ambush. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Vrykolaka[/SIZE][/COLOR] Medium legendary undead (shapechanger)[/B] Challenge 9 (5,000 XP) [B]AC[/B] 15 (natural armor) [B]HP[/B] 119 (14d8+56; bloodied 60) 133 [B]Speed[/B] 30 ft., climb 30 ft. [B]STR[/B] 20 (+5) [B]DEX[/B] 12 (+1) [B]CON[/B] 18 (+4) [B]INT[/B] 11 (+0) [B]WIS[/B] 14 (+2) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +4 [B]Maneuver DC[/B] 17 [B]Saving Throws[/B] Con +8, Wis +6 [B]Skills[/B] Perception +7 [B]Damage Resistances[/B] necrotic; damage from nonmagical, nonsilver weapons [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] poisoned [B]Senses[/B] darkvision 120 ft., passive Perception 17 [B]Languages[/B] The languages it knew in life [B][I]Call of the Dead (1/Day, usable only at night).[/I][/B] The vrykolaka calls the name of a specific humanoid that is within 300 feet of it. As long as that humanoid isn’t deafened, it will its name, regardless of other circumstances. The target must make a DC 14 Wisdom saving throw or take 5 (1d10) psychic damage and be frightened for 24 hours and subject to feelings of intense pressure and oppression. On a success, the target takes half damage and is frightened for 1 minute. At the end of each hour while frightened, the target must make a new saving throw, ending the effect on a success or taking a level of strife on a failure. A creature that is frightened in this manner gains no benefits from short or long rests. [B][I]Magic Resistance. [/I][/B]The vrykolaka has advantage on saving throws versus spells and other magical effects. [B][I]Legendary Resistance (3/Day).[/I][/B] When the vrykolaka fails a saving throw, it can choose to succeed instead. When it does so, rats or insects chew their way out of its body, inflicting 2 (1d4) damage to it. [B][I]Regeneration. [/I][/B]The vrykolaka 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 vrykolaka takes fire or radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolaka’s next turn. [B][I]Skittering Recovery.[/I][/B] When the vampire drops to 0 hit points, instead of falling unconscious, it turns into a swarm of rats or insects as if it has used its Shapechange legendary action. It can’t revert to its true form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vrykolaka form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire or radiant damage, or by a cleric successfully turning it, but it is otherwise immune to damage. [B][I]Spider Climb.[/I][/B] The vrykolaka can climb even on difficult surface and upside down on ceilings. [B][I]Sunlight Sensitivity.[/I][/B] While in sunlight, the vrykolaka has disadvantage on attack rolls and Perception checks that rely on sight. [B][I]Vrykolaka Weaknesses.[/I][/B] A vrykolaka that is targeted by the Mental Resistance version of the [I]dispel evil and good [/I]spell must make a Wisdom saving throw against the caster’s spell save DC. On a failure, the animating spirit is briefly forced out of its body and the body falls prone and is incapacitated for 1 minute. It may make a new saving throw at the start of each of its turns, ending the effect and returning to its body on a success. The vrykolaka does not have advantage when it makes these saving throws. [B][U]Actions[/U] [I]Grab (Vrykolaka Form Only). [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I](2d8+5) bludgeoning damage plus 4 (1d8) poison damage. The target is grappled (escape DC 17) and restrained while grappled in this way. [B][I]Sapping Gaze (Gaze).[/I][/B] The vrykolaka targets a creature that it can see within 30 feet of it. If the creature can see the vrykolaka, it must make a DC 14 Constitution saving throw or take one level of fatigue. If the target becomes Doomed because of this gaze, then when it dies, it will rises the following night as a vrykolaka spawn. A [I]bless, gentle repose,[/I] or similar spell cast on the body prevents this transformation. [B][U]Bonus Actions[/U] [I]Bite (Vampire Form Only).[/I][/B][I] Melee Weapon Attack: [/I]+9 to hit, reach 5 ft., one target that is frightened, grappled, incapacitated, restrained, willing, or unaware of the vrykolaka’s presence. [I]Hit:[/I] 9 (1d10+5) piercing damage plus 21 (6d6) necrotic damage, and the target must make a DC 15 Constitution saving throw or contract sewer plague (as per Diseases in chapter 7: Maladies in [I]Trials & Treasures[/I]). [B][U]Reactions[/U] [I]Hissing Scuttle (1/Day).[/I][/B] When the vrykolaka takes radiant damage, it moves up to its Speed without provoking opportunity attacks. [B][I]Terrible Eyes (1/Day).[/I][/B] When a creature the vampire can see targets it with a melee attack but before the attack is made, the vrykolaka uses its Sapping Gaze on that creature. [B][U]Legendary Actions[/U][/B] The vrykolaka takes 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Grab.[/I][/B] The vrykolaka makes a Grab attack. [B][I]Shapechange.[/I][/B] The vrykolaka transforms into a swarm of rats or swarm of insects or back into its true form. While transformed, it has the beast’s size and movement modes. It can’t use reactions or legendary actions, and can’t speak. Otherwise, it uses the vrykolaka’s statistics. Anything it’s carrying transforms with it. [B][SIZE=5]Combat[/SIZE][/B] A vrykolaka typically scuttles about on ceilings before dropping onto their prey from above. Its first actions are to use its Sapping Gaze to weaken an opponent, at which point it bites. When bloodied, it retreats in swarm form and flees. It will later use its Call of the Dead to torment the target. [B][COLOR=rgb(65, 168, 95)][SIZE=6]Variant: Elder Vrykolaka[/SIZE][/COLOR][/B] As the vrykolaka ages, the bond between spirit and body grows stronger. Although these creatures rarely if ever develop the huge families or control kingdoms like vampires, they become somewhat smarter and wilier, and their mere presence causes disease and rot to spread throughout the lands they call their own. The elder vrykolaka is an elite monster, equal to two CR 9 monsters (10,000 XP). It has 238 (28d8+112; bloodied 119) hit points and truesight out to a distance of 60 ft. It has Intelligence becomes 13 (+1). The elder vrykolaka has the following additional traits: [B][I]Blood Frenzy.[/I][/B] While bloodied, the vrykolaka can take 3 legendary actions instead of 1. [B][I]Foulness.[/I][/B] A creature that takes a long rest within 1 mile of the vrykolaka’s lair has disadvantage on saving throws against contracting nonmagical diseases for 24 hours. The elder vrykolaka has the following legendary actions, which it can only use while bloodied: [B][I]Elite Recovery.[/I][/B] The vrykolaka ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated. [B][I]Momentary Transformation (True Form Only).[/I][/B] The vrykolaka uses Shapechange, moves up to its Speed without provoking opportunity attacks, then returns to its true form. [B][I]Create Ghoul (1/Day; Costs 2 Actions).[/I][/B] The vrykolaka magically raises a dead humanoid as a ghoul. The ghoul is friendly to the vrykolaka but not under its control. [B][I]Bite (Costs 2 Actions).[/I][/B] The vrykolaka makes a bite attack. On a hit, the creature is poisoned until the end of its next turn. [B][I]Death and Disease (1/Day; Costs 3 Actions).[/I][/B] The vrykolaka casts [I]contagion.[/I] Its spellcasting attribute is Charisma (spell save DC 14). [B][COLOR=rgb(65, 168, 95)][SIZE=7]Vrykolaka Spawn[/SIZE][/COLOR] Medium undead[/B] Challenge 3 (750 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 60 (8d8+24; bloodied 30) [B]Speed[/B] 30 ft., climb 30 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 10 (+0) [B]CON[/B] 16 (+3) [B]INT[/B] 9 (-1) [B]WIS[/B] 14 (+2) [B]CHA[/B] 12 (+1) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 13 [B]Saving Throws[/B] Con +5, Wis +4 [B]Skills[/B] Perception +4 [B]Damage Vulnerabilities[/B] radiant [B]Damage Resistances[/B] necrotic; damage from nonmagical, nonsilver weapons [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 14 [B]Languages[/B] The languages it knew in life [B][I]Magic Resistance. [/I][/B]The vrykolaka has advantage on saving throws versus spells and other magical effects. [B][I]Regeneration. [/I][/B]The vrykolaka regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vrykolaka takes fire or radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolaka’s next turn. [B][I]Spider Climb.[/I][/B] The vrykolaka can climb even on difficult surface and upside down on ceilings. [B][I]Sunlight Sensitivity.[/I][/B] While in sunlight, the vrykolaka has disadvantage on attack rolls and Perception checks that rely on sight. [B][I]Vrykolaka Weaknesses.[/I][/B] A vrykolaka that is targeted by the Mental Resistance version of the [I]dispel evil and good [/I]spell must make a Wisdom saving throw against the caster’s spell save DC. On a failure, the animating spirit is briefly forced out of its body and it falls prone and is incapacitated for 1 minute. It may make a new saving throw at the start of each of its turns, ending the effect and returning to its body on a success. The vrykolaka does not have advantage when it makes these saving throws. [B][U]Actions[/U] [I]Grab (Vrykolaka Form Only). [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit: 8 [/I](1d8+4) bludgeoning damage The target is grappled (escape DC 13). [B][I]Bite (Vampire Form Only).[/I][/B][I] Melee Weapon Attack: [/I]+8 to hit, reach 5 ft., one target that is frightened, grappled, incapacitated, restrained, willing, or unaware of the vrykolaka’s presence. [I]Hit:[/I] 9 (1d10+5) piercing damage plus 14 (4d6) necrotic damage, and the target must make a DC 15 Constitution saving throw or contract sewer plague (as per Diseases in chapter 7: Maladies in [I]Trials & Treasures[/I]). [B][I]Sapping Gaze (Gaze).[/I][/B] The vrykolaka targets a creature that it can see within 30 feet of it. If the creature can see the vrykolaka, it must make a DC 13 Constitution saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much on a successful one. [B][U]Reactions[/U] [I]Hissing Scuttle (1/Day).[/I][/B] When the vrykolaka takes radiant damage, it moves up to its Speed without provoking opportunity attacks. [/QUOTE]
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