Vargheist (5e Creature)

Vargheist

Large undead, chaotic evil


Armor Class 13 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 30 ft., fly 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 6 (-2)

Saving Throws Dex +3, Wis +3
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can't speak
Challenge 2 (450 XP)


Blood Frenzy. The vargheist has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Flyby. The vargheist doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Vampire Weaknesses. The vargheist has the following flaws:
Harmed by Running Water. The vargheist takes 20 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. The vargheist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. The vargheist makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target's hit point maximum is reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.



Vargheists are the darkness within a vampire's soul made manifest. Spoken in dark legends as tall winged humanoid monstrosities, these horrific creatures are said to be once powerful vampires that have succumbed themselves unwillingly to the darker and more bestial side of their nature due to overexposure to dark magic. Though vargheists once walked and talked as noble lords, these curse-born vampires have devolved into ravening predators desperate for the taste of blood.

Born Away from the Light. The creation of a vargheist is a strange metamorphosis that takes place far from the eyes of mortal humanoids. Under the extensive castles of vampire lords are vast subterranean networks of basements, galleries and dining halls with vaulted ceilings that stretch into the pitch darkness above. This ghastly domain is where the birth of a vargheist takes place. Within the deepest, darkest part of the castle, chain-bound coffins and sculpted sarcophagi nestle upside-down like cocoons. Not all of these coffins are empty, for this hidden realm is where a vampire lord locks away those of their coven who have fallen out of favor. Those who come off worse in the endless power struggles of the vampires often find themselves prematurely buried and left at the mercy of their own relentless thirsts, for there can be no greater suffering for a vampire than to not die for aeons from the great thirst that wracks their body. Slowly, over the course of decades, the constantly dripping water, magically tainted by undeath, finds its way into the prisons of these unfortunates.
Torpid for want of fresh blood, the slumbering vampire would unknowingly drink from the tainted water and begin to devolve and change shape, growing larger and more bestial as the diluted dark magic begins to transform their body.

Rabid Emergence. When the transformation from humanoid into monster takes hold, the muscular vargheist will crack open its stone prison with a great effort. Casting aside its chains, the creature unfolds its leathery wings and rears up into the darkness, letting loose a terrible scream of rage and betrayal that sends great swarms of bats whirling throughout the cavernous chambers. The shattered remnants of its sarcophagus fall away, and the name and personality of its former incumbent is left behind in the mire. The newborn vargheist's first instinct is to hunt, desperate to drink fresh blood after so many years. At the first taste of blood, the transformation is made permanent and what was once a proud lord of the dead is forever cursed to an existence as a ravening beast.


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