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Daybreakers in 5e
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<blockquote data-quote="Shades of Eternity" data-source="post: 8565522" data-attributes="member: 10869"><p>Done and Done.</p><p></p><p>***************************</p><p></p><p>Vampire - Nomad</p><p></p><p>As you open the S.U.V. door, you see an aging older person with whose skin is pale and transmits both horror and charisma. They feel like they are stuck in the 80s.</p><p></p><p>Knowledge. History, Parapsychology (Common DC 13, Unusual DC 15, Secret DC 17).</p><p></p><p>Designated Driver. Nomads main purpose in Vampire society is to setup ambushes for prey. They drive a Mama Bear S.U.V. with tinted windows and a pack of civilian vampires to get them to a meal. As a result, they are usually in charge of the operation.</p><p></p><p>Recruit. Not all hunts are simple shoot outs. The Nomad is very charismatic and often ends up talking his way into a meal. Besides their social skills, they have a supernatural charm to get what it wants. However, if that fails, it will immediately go for harsher methods.</p><p></p><p>Too old for this (Secret). It is possible to talk the Nomad and their pack out of making somebody a meal. Often a nomad is lonely for their time out on the road. With the right social skills, you might even get a friend for the rest of their afterlife.</p><p></p><p>Vampire - Nomad</p><p></p><p>Medium Undead; varies, but usually any evil</p><p>Armor Class 15 (natural armor)</p><p>Hit Points 93 (11d8+44)</p><p>Speed 30 ft.; Climb 20 ft.</p><p></p><p>STR DEX CON INT WIS CHA</p><p>19 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 15 (+2)</p><p><strong>Skills: </strong>Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5</p><p></p><p><strong>Damage Immunities: </strong>Necrotic</p><p><strong>Damage Resistances:</strong> cold,</p><p><strong>Damage Vulnerabilities:</strong> Radiant. 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 14</p><p></p><p>Languages: French, spirit speak and one of choice</p><p>Challenge: 5 (1,800 XP) <strong>Prof.</strong> +3</p><p>Charm. 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 12</p><p>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. 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 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, is on a different plane of existence than the target or takes a bonus action to end the effect.</p><p></p><p>Driver. The Nomad has Ground Vehicle Proficiency. If a roll is required, assume it is +5 Proficiency check for maneuvers.</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 vampire ends it's turn in direct sunlight, they suffers 5 radiant damage.</p><p></p><p>Actions</p><p>Multiattack. The Vampire Civilian makes two Claw or pistol attacks.</p><p></p><p>Semi-Auto Pistol. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (2d4+2) piercing damage.</p><p></p><p>Claws. Melee weapon attack, +7 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, +7 to hit. This attack has disadvantage if the target isn't grappled, and advantage if the target is grappled. Hit: 1d8+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>next one, doing the Blood Ops: aka what happens when vampires get special ops training.</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 8565522, member: 10869"] Done and Done. *************************** Vampire - Nomad As you open the S.U.V. door, you see an aging older person with whose skin is pale and transmits both horror and charisma. They feel like they are stuck in the 80s. Knowledge. History, Parapsychology (Common DC 13, Unusual DC 15, Secret DC 17). Designated Driver. Nomads main purpose in Vampire society is to setup ambushes for prey. They drive a Mama Bear S.U.V. with tinted windows and a pack of civilian vampires to get them to a meal. As a result, they are usually in charge of the operation. Recruit. Not all hunts are simple shoot outs. The Nomad is very charismatic and often ends up talking his way into a meal. Besides their social skills, they have a supernatural charm to get what it wants. However, if that fails, it will immediately go for harsher methods. Too old for this (Secret). It is possible to talk the Nomad and their pack out of making somebody a meal. Often a nomad is lonely for their time out on the road. With the right social skills, you might even get a friend for the rest of their afterlife. Vampire - Nomad Medium Undead; varies, but usually any evil Armor Class 15 (natural armor) Hit Points 93 (11d8+44) Speed 30 ft.; Climb 20 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 15 (+2) [B]Skills: [/B]Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5 [B]Damage Immunities: [/B]Necrotic [B]Damage Resistances:[/B] cold, [B]Damage Vulnerabilities:[/B] Radiant. Cannot gain immunity to fire or radiant damage from any source. Treat that immunity as resistance instead. Senses: Darkvision 60 ft., passive Perception 14 Languages: French, spirit speak and one of choice Challenge: 5 (1,800 XP) [B]Prof.[/B] +3 Charm. 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 12 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. 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 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, is on a different plane of existence than the target or takes a bonus action to end the effect. Driver. The Nomad has Ground Vehicle Proficiency. If a roll is required, assume it is +5 Proficiency check for maneuvers. 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 vampire ends it's turn in direct sunlight, they suffers 5 radiant damage. Actions Multiattack. The Vampire Civilian makes two Claw or pistol attacks. Semi-Auto Pistol. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (2d4+2) piercing damage. Claws. Melee weapon attack, +7 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, +7 to hit. This attack has disadvantage if the target isn't grappled, and advantage if the target is grappled. Hit: 1d8+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? next one, doing the Blood Ops: aka what happens when vampires get special ops training. [/QUOTE]
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