Vampyre (5e Creature)

Vampyre

Medium humanoid, neutral evil


Armor Class 13 (Leather)
Hit Points 45 (6d8+12)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 12 (+1) 13 (+1) 15 (+2)

Skills Deception +5, Stealth +4
Senses Darkvision 60 ft., passive perception 11
Languages common and 1 additional language.
Challenge 2 (450 XP)


Pack tactics. The vampyre has advantage on attack rolls against a creature if at least one of the vampyre's allies is within 5 feet of the creature and that ally is not incapacitated.

ACTIONS

Multiattack. The vampyre makes one claws attack and one bite attack.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Instead of dealing damage the vampyre may attempt a grapple (escape DC 12).

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. And the target must succeed a DC 13 Wisdom saving throw or be charmed by the vampyre. While charmed the target sees the vampyre as a trusted authority figure to be protected. Each time the vampyre or the vampyre's allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 10 minutes 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.

Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampyre, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage and 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampyre heals hit points equal to half the amount drained. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Also known as vrylokas, vampyres are alpha predators, hunters who fill the same ecological niche as tigers or wolves, only their prey are humanoid races. Vampyres exists on the blood of their victims. Unlike true vampires, vampyres are not undead; while it gains none of the powers of the undead, neither does it have any of the undead weaknesses.

Vampyres live in packs, usually consisting of no more than a dozen individuals (evenly mixed between males and females) and a half dozen young. They seldom encounter other packs, but when they do the two bands will join together in a few days of murderous feasting and horrific slaughter of victims.

At these times, the vampyres will mate with members from the other group and, in 6 months, new vampyres will be born. The young are virtually helpless until they reach the age of 5, at which time they are able to fight as half-strength adults. When they reach the age of 10, they are fully grown and must undergo a ritual to prove that they are no longer children. Usually, this means making an unassisted kill.

The lair of a pack of vampyres may seem to be a completely normal human home – until they spring their trap and lash out at those in their presence. On rare occasions, a pack of vampyres will actually work to pass themselves off as members of a community, holding down jobs and making their bloody feeding habits a dark secret.


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