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Daybreakers in 5e
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<blockquote data-quote="Shades of Eternity" data-source="post: 8565379" data-attributes="member: 10869"><p>hmm, I like it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>*******************************</p><p></p><p>revised vampire civilian</p><p></p><p>*******************************</p><p></p><p>Vampire - Civilian</p><p></p><p>This looks like your average Joe or Jane, but paler. However, as soon as they realize you’re a possible meal, you see a set of fangs. Either that or it is the fact they are a chain smoker and can pull it off.</p><p></p><p>Knowledge. History, Parapsychology (Common DC 11, Unusual DC 13, Secret DC 15).</p><p></p><p>Revived from the Dead. It takes a vampire to make a vampire. It is well known that most vampires’ victims are drained of blood before the attacker returns just a slight amount of blood. It takes about a day for somebody to become a vampire.</p><p></p><p>Vampire Workers. Most Vampires aren’t that much different than they were when they were alive. They are busy running around, doing their jobs and generally staying out of trouble. While the highest population of these is in what was once Quebec, it surprising how many Vampires just want to keep things normal. However, the limitations of avoiding the sun and requiring blood gets in the way and only makes things worse over time.</p><p></p><p>Out of Time (Secret). Vampire Civilians are a product of a previous era and can often be distracted by things of their past. A successful DC 12 Intelligence (history) check can goat them successfully into a rant that lasts a full round where they cannot move or attack.</p><p></p><p>Vampire - Civilian</p><p></p><p>Medium Undead; varies, but usually any evil</p><p>Armor Class 14 (natural armor)</p><p>Hit Points 58 (9d8+18)</p><p>Speed 30 ft.; climb 20 ft.</p><p></p><p>STR DEX CON INT WIS CHA</p><p>16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)</p><p><strong>Skills: </strong>Add skills as needed (+2 plus attribute).</p><p></p><p><strong>Damage Resistances:</strong> cold and lightning damage</p><p></p><p><strong>Damage Vulnerabilities:</strong> cannot gain immunity to fire or radiant damage from any source. treat that immunity as resistance instead.</p><p></p><p>Senses: Darkvision 60 ft., passive Perception 12</p><p></p><p>Languages: French, spirit speak and one of choice</p><p></p><p>Challenge: 3 (700 XP) <strong>Prof.</strong> +2</p><p></p><p>Human Like: These creatures have advantage to disguise themselves to pass as humans</p><p></p><p>Ignite: When a vampire takes Radiant or Fire damage, they take the same amount of damage as Fire at the start of their next turn. If they haven't taken any Radiant damage since the start of their last turn, this damage is halved."</p><p></p><p>Sunlight damage. When a vampire ends it turn in direct sunlight, it takes 5 radiant damage."</p><p></p><p>Actions</p><p>Multiattack. The Vampire Civilian makes two Claw attacks.</p><p></p><p>Claws. Melee weapon attack, +5 to hit, reach 5 ft, one target. Hit: 1d4+3 slashing damage. If two Claws hit one creature, that creature is Grappled (escape DC 18) and can bite attack as a bonus action.</p><p></p><p>Bite. Melee weapon attack, +5 to hit. This attack has disadvantage if the target isn't grappled, and advantage if the target is grappled. Hit: 1d6+3</p><p>piercing damage, and the target loses 1 HD: the vampire rolls that HD and gains that many HP. If the creature has no HD remaining, it becomes unconscious until it regains at least 1 HD.</p><p></p><p>*******************************</p><p></p><p>How's that?</p><p></p><p>If it works, I'm going to crib from another great movie: Near Dark. I have this vision of a Vampire Nomad that run around in darkened vans bringing civilians on "tours."</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 8565379, member: 10869"] hmm, I like it :) ******************************* revised vampire civilian ******************************* Vampire - Civilian This looks like your average Joe or Jane, but paler. However, as soon as they realize you’re a possible meal, you see a set of fangs. Either that or it is the fact they are a chain smoker and can pull it off. Knowledge. History, Parapsychology (Common DC 11, Unusual DC 13, Secret DC 15). Revived from the Dead. It takes a vampire to make a vampire. It is well known that most vampires’ victims are drained of blood before the attacker returns just a slight amount of blood. It takes about a day for somebody to become a vampire. Vampire Workers. Most Vampires aren’t that much different than they were when they were alive. They are busy running around, doing their jobs and generally staying out of trouble. While the highest population of these is in what was once Quebec, it surprising how many Vampires just want to keep things normal. However, the limitations of avoiding the sun and requiring blood gets in the way and only makes things worse over time. Out of Time (Secret). Vampire Civilians are a product of a previous era and can often be distracted by things of their past. A successful DC 12 Intelligence (history) check can goat them successfully into a rant that lasts a full round where they cannot move or attack. Vampire - Civilian Medium Undead; varies, but usually any evil Armor Class 14 (natural armor) Hit Points 58 (9d8+18) Speed 30 ft.; climb 20 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) [B]Skills: [/B]Add skills as needed (+2 plus attribute). [B]Damage Resistances:[/B] cold and lightning damage [B]Damage Vulnerabilities:[/B] cannot gain immunity to fire or radiant damage from any source. treat that immunity as resistance instead. Senses: Darkvision 60 ft., passive Perception 12 Languages: French, spirit speak and one of choice Challenge: 3 (700 XP) [B]Prof.[/B] +2 Human Like: These creatures have advantage to disguise themselves to pass as humans Ignite: When a vampire takes Radiant or Fire damage, they take the same amount of damage as Fire at the start of their next turn. If they haven't taken any Radiant damage since the start of their last turn, this damage is halved." Sunlight damage. When a vampire ends it turn in direct sunlight, it takes 5 radiant damage." Actions Multiattack. The Vampire Civilian makes two Claw attacks. Claws. Melee weapon attack, +5 to hit, reach 5 ft, one target. Hit: 1d4+3 slashing damage. If two Claws hit one creature, that creature is Grappled (escape DC 18) and can bite attack as a bonus action. Bite. Melee weapon attack, +5 to hit. This attack has disadvantage if the target isn't grappled, and advantage if the target is grappled. Hit: 1d6+3 piercing damage, and the target loses 1 HD: the vampire rolls that HD and gains that many HP. If the creature has no HD remaining, it becomes unconscious until it regains at least 1 HD. ******************************* How's that? If it works, I'm going to crib from another great movie: Near Dark. I have this vision of a Vampire Nomad that run around in darkened vans bringing civilians on "tours." [/QUOTE]
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