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<blockquote data-quote="Shades of Eternity" data-source="post: 8567501" data-attributes="member: 10869"><p>Thanks for the clairification.</p><p>**********************************</p><p>Vampire – Blood Ops</p><p></p><p>You see a person in black tactical gear, kicking down the door and letting loose with both barrels.</p><p></p><p>Knowledge. History, Parapsychology (Common DC 14, Unusual DC 16, Secret DC 18.</p><p>Black Ops. The République de la Nuit needed a countermeasure against both the fallen lords and the living. As a result, they had a series of suitable recruits go through special operations before turning them during graduation. Unlike most Vampries, they are more likely to shoot or stun the target then bite.</p><p></p><p>Prepared for anything. Blood Ops works under the option that they will have to work in harsh conditions for vampires. So as a result, they are fully covered (with a retractable helmet so they can bite) and use smoke grenades to reduce that nasty sunlight effects.</p><p></p><p>Conflicting Orders (secret). They are loyal and ingenious, not actually smart, so it’s possible to persuade them with a radio signal giving them conflicting orders from Headquarters. Note that you will need to do the orders in French to get the desired effect.</p><p></p><p>Vampire – Blood ops</p><p></p><p>Medium Undead (Shapeshifter); varies, but usually any evil</p><p>Armor Class 19 ( Urban Flex0</p><p>Hit Points 126 (12d8+72)</p><p>Speed 30 ft.; Climb 20 ft.</p><p></p><p>STR DEX CON INT WIS CHA</p><p>20 (+5) 16 (+3) 22 (+6) 10 (+0) 12 (+1) 10 (+0)</p><p><strong>Skills: </strong> Athletics +8, Demolition Tools +7, Electronic Tools +7, Perception +5, Stealth +8, Survival +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 radiant damage from any source. Treat that immunity as resistance instead. When a vampire ends its turn in direct sunlight, it suffers 2 radiant damage. When a vampire takes any radiant damage, it ignites into flame taking the same amount of damage as fire at the start of its next turn.</p><p></p><p>Senses: Darkvision 60 ft., passive Perception 14</p><p>Languages: French, spirit speak and one of choice.</p><p>They carry a handheld radio scrambler for long range communications.</p><p></p><p>Challenge: 6 (2,300 XP) <strong>Prof.</strong> +3</p><p>Human Like: These creatures have advantage to disguise themselves to pass as humans</p><p>Misty Escape. When it drops to 0 hit points outside its resting place (at home base), the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead off falling unconscious if it isn't in sun light 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 2 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>Actions</p><p>Multiattack. The Blood Ops makes two assault rifle attacks or melee (Claw/Stun Wand) attacks.</p><p></p><p>Assault Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 10 (2d6+3) piercing damage.</p><p>• Burst. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 13 (3d6+3) piercing damage.</p><p>• Auto Spray. Ranged Weapon Attack: +3 to hit, range 100/400 ft., hits a 10 ft. cube, and targets in the area must make a Dexterity saving throw against the attack roll of this feature, taking 10 (2d6+3) piercing damage on a failed save, or half as much on a successful one</p><p></p><p>Claws. Melee weapon attack, +10 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>Bite. Melee weapon attack, +10 to hit. This attack has disadvantage if the target isn't grappled, and advantage if the target is grappled. Hit: 2d6+3 piercing damage, and the target loses 2 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><strong>Smoke Grenade (recharge 5-6).</strong> Ranged Weapon Attack: +6 to hit, Range 20/60 ft., On impact, the smoke fills a 10-foot cube, expanding to 20 feet at the top of the next round and 30 feet on the round after that.</p><p>• The smoke lasts for 1d4 minutes or until dispersed.</p><p>• The smoke provides a heavily obscured area and will block darkvision and truesight. This blocks direct sunlight.</p><p></p><p><strong>Stun Wand.</strong> Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 4 (1d4+5) lighting damage. The target must make Constitution saving throw equal to the half damage done or DC 10 (Whichever is higher). On a failed save, the target is stunned until the end of its next turn.</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 8567501, member: 10869"] Thanks for the clairification. ********************************** Vampire – Blood Ops You see a person in black tactical gear, kicking down the door and letting loose with both barrels. Knowledge. History, Parapsychology (Common DC 14, Unusual DC 16, Secret DC 18. Black Ops. The République de la Nuit needed a countermeasure against both the fallen lords and the living. As a result, they had a series of suitable recruits go through special operations before turning them during graduation. Unlike most Vampries, they are more likely to shoot or stun the target then bite. Prepared for anything. Blood Ops works under the option that they will have to work in harsh conditions for vampires. So as a result, they are fully covered (with a retractable helmet so they can bite) and use smoke grenades to reduce that nasty sunlight effects. Conflicting Orders (secret). They are loyal and ingenious, not actually smart, so it’s possible to persuade them with a radio signal giving them conflicting orders from Headquarters. Note that you will need to do the orders in French to get the desired effect. Vampire – Blood ops Medium Undead (Shapeshifter); varies, but usually any evil Armor Class 19 ( Urban Flex0 Hit Points 126 (12d8+72) Speed 30 ft.; Climb 20 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 22 (+6) 10 (+0) 12 (+1) 10 (+0) [B]Skills: [/B] Athletics +8, Demolition Tools +7, Electronic Tools +7, Perception +5, Stealth +8, Survival +5 [B]Damage Immunities: [/B]Necrotic [B]Damage Resistances:[/B] cold [B]Damage Vulnerabilities:[/B] Radiant. Cannot gain immunity to radiant damage from any source. Treat that immunity as resistance instead. When a vampire ends its turn in direct sunlight, it suffers 2 radiant damage. When a vampire takes any radiant damage, it ignites into flame taking the same amount of damage as fire at the start of its next turn. Senses: Darkvision 60 ft., passive Perception 14 Languages: French, spirit speak and one of choice. They carry a handheld radio scrambler for long range communications. Challenge: 6 (2,300 XP) [B]Prof.[/B] +3 Human Like: These creatures have advantage to disguise themselves to pass as humans Misty Escape. When it drops to 0 hit points outside its resting place (at home base), the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead off falling unconscious if it isn't in sun light 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 2 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 Actions Multiattack. The Blood Ops makes two assault rifle attacks or melee (Claw/Stun Wand) attacks. Assault Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 10 (2d6+3) piercing damage. • Burst. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 13 (3d6+3) piercing damage. • Auto Spray. Ranged Weapon Attack: +3 to hit, range 100/400 ft., hits a 10 ft. cube, and targets in the area must make a Dexterity saving throw against the attack roll of this feature, taking 10 (2d6+3) piercing damage on a failed save, or half as much on a successful one Claws. Melee weapon attack, +10 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, +10 to hit. This attack has disadvantage if the target isn't grappled, and advantage if the target is grappled. Hit: 2d6+3 piercing damage, and the target loses 2 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. [B]Smoke Grenade (recharge 5-6).[/B] Ranged Weapon Attack: +6 to hit, Range 20/60 ft., On impact, the smoke fills a 10-foot cube, expanding to 20 feet at the top of the next round and 30 feet on the round after that. • The smoke lasts for 1d4 minutes or until dispersed. • The smoke provides a heavily obscured area and will block darkvision and truesight. This blocks direct sunlight. [B]Stun Wand.[/B] Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 4 (1d4+5) lighting damage. The target must make Constitution saving throw equal to the half damage done or DC 10 (Whichever is higher). On a failed save, the target is stunned until the end of its next turn. [/QUOTE]
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