D&D 5e Homebrew - Book of The Cursed
D&D 5e Homebrew - Book of The Cursed
D&D 5e Homebrew - Book of The Cursed
Vampirism
Vampirism is the term for the transformative curse that turns people into what we know as vampires.
There exists multiple bloodlines that vampires belong to and multiple levels of transformation.
Contracting vampirism
There are several ways to contract the vampire curse, each one should be considered by
adventurers and vampire hunters
● Bite
A vampire's bite affects a character like an intoxicating drug that commonly results in an addictive
hold over the victim, turning them into a spawn. Detailed in the section “addiction and compulsion”
● Marriage
Marriage (for lack of a better word) for a vampire is a special ritual that is performed to create what is
commonly referred to as a ‘vampire’s bride’. The ritual and what it entails is detailed in the section
“vampires brides”. Note that the term bride in this usage of the word is not gender specific and can
be used to describe any creature taken by the vampire as ‘bride’
● Dying
A character that dies by the bite or other natural weapon of the vampire raises the following night as
a mindless ghoul following the statistics of a vampire spawn in the monster manual except cannot
speak
2
● Grant strength
The character receives 2d6 temporary hp and a +2 to strength and constitution for one hour, they
also receive a sense of euphoria and vitality, and must succeed in a DC 17* constitution save or
become a vampire spawn addicted to the vampire’s drug.
The bite of a vampire spawn doesn’t have the same level of toxins as a bite from a vampire. And so
a normal character will get a sense of euphoria with a bite from a spawn but a spawn will not and will
seek out a vampire's bite.
* The DCs are calculated using charisma. Vampires other than the vampire in the monster manual
will have different DCs
● Vampires bite
A vampire’s bite is a powerful weapon and a vampire will use it to control others. However it is not
uncommon for a vampire that does not hold status in their house, or weak vampires who do not
belong to a house to live in cities or villages. These such vampires will use their bite only to feed,
and be sure to kill who they bite and destroy their bodies to keep any spawn from leading the
townsfolk back to them. It is also true for these common vampires that they might have a secretive
relationship with one individual who they feed on exclusively and keep as a spawn. Both behaviors
have their inherent risks
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● Marriage
Because of the arduous process involved in a vampire taking a bride a vampire will never even
consider it unless they have a serious connection with another creature
● Dying
A vampire who kills someone with their bite or another natural weapon will gain a spawn under their
command the following night, this doesn't always put a vampire in a favorable spot so sometimes the
vampire will destroy the body so that it cannot become a spawn.
Vampires brides
When a vampire takes a bride it is a very serious undertaking in multiple ways.
For a vampire to take a bride they perform a ritual that involves draining all the blood from
the bride to be and then force feeding their vampiric blood to the bride. Most vampires would drain
their chosen bride's blood by drinking it but others find it more holy to tear an artery and let their
blood spill to the ground.
Once the bride has the vampire's blood in their system they wake and begin feeding violently
on the vampire, and if the vampire is not careful it could easily perish by this. After the bride has
finished feeding they fall unconscious for a week before waking up to be a vampire. However the
bride is not created with the instincts that other vampires have and must be taught how to feed and
use their powers or else they might accidentally starve to death or destroy themself in another
manner
The vampire is crippled by this ritual and for the month after the ritual the vampire’s
maximum hit points are reduced to one quarter (rounded down) what they are normally
Vampire spawn
A vampire spawn gains abilities according to the bloodline they belong to (see the ‘vampire
bloodlines’ section) and also experience the long term effects from the ‘addiction and compulsion’
section. A vampire spawn, unless otherwise stated, retains their personality and all there game
statistics
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Gestation
When the character becomes a vampire they enter a four day gestation period. During this period
they exhibit no symptoms, but a detect poison and disease spell will identify the character as
diseased. If they were a spawn they become increasingly healthier, recovering from their ghoul like
state of being a spawn. At the end of the gestation period they apparently die of exhaustion and
raise the next night as a vampire gaining, if they haven’t already, abilities according to the bloodline
they belong to (see the section ‘bloodlines’).
During the gestation period the character may take silver tonics and herbal medicine daily to
extend the gestation period. These medicines cost about 5gp per days worth of medicine
5
Vampire alignments
A character that becomes a vampire is still the same person as before they had become a vampire,
however in their first night as a vampire they are unable to control themselves, murdering and
feeding on the first humanoid they find. When a vampire character feeds for the first time they must
make a wisdom saving throw DC 8 + their wisdom modifier + their proficiency or become an evil
NPC, overcome by the euphoria of their bloodlust.
a vampire must feed on blood every day to sustain itself but their alignment may only change
if the vampire feeds straight from a humanoid, a vampire may drink “stale blood” or blood that had
been safely removed from a humanoid, or even drink animal blood to sustain themselves. If a
vampire feeds straight from a humanoid they must make a wisdom saving throw equal to 8 + their
proficiency + their wisdom modifier, if they fail their alignment moves one step closer to evil.
Vampire bloodlines
A vampire has different abilities depending on the bloodline they belong to, which is determined by
the bloodline of the vampire that infected them. Every vampire gets their level 0 bloodline abilities for
free but are able to increase their power and abilities by letting the curse take a greater hold over
their body. For a player character this means they must take class levels in the vampire prestige
class below. A prestige class like this one functions like other character classes but only has a few
levels for a character to multi class into after reaching a prerequisite to do so, in this case the
prerequisite is that the character is a vampire
Vampire
Hit dice d10
Proficiency
Level bonus Features
1 2 Bloodline feature
2 2 Charm
3 2 Bloodline feature
6 3 Bloodline feature
Charm: (level 2)
As an action you target one humanoid you can see within 30 feet of you. If the target can see you ,
the target must succeed on a Wisdom saving throw (DC 8 + your charisma mod + your proficiency)
against this magic or be charmed by you. The charmed target regards you as a trusted friend to be
heeded and protected. Although the target isn't under your control, it takes your requests or actions
in the most favorable way it can. Each time you or your 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 one hour or until you are killed, on a different plane of existence than the target, or take a
bonus action to end the effect. You may use this effect once in between long rests.
6
Undead fortitude: (level 5)
If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 +
the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit
point instead. You may use this ability a number of times equal to your constitution modifier, you
must complete a long rest to regain use of this ability.
Regeneration: (level 5)
On the start of your turn you may choose to regain hit points equal to your level. You may use this
ability once in between long rests
Vampire bloodlines
● Western bloodline
The western bloodline is the bloodline most vampires belong to, lord Strahd von Zarovich is the
original vampire of this bloodline
Level 0
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Weaknesses:
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Forbiddance
When you enter a place of private residence without invitation you have disadvantage on all
charisma skills until you leave
- Stake to the heart
When you are struck with a wooden weapon that deals piercing damage and the attack roll die result
is 18 to 20 you take one additional die of weapon damage from the attack
Level 1
Shape change:
Chose one; bat, rat, wolf
You gain the ability to take the physical shape of the selected creature as an action, while in the
physical shape of the creature you retain your darkvision, wisdom, charisma, intelligence, and hit
points, but all other statistics are changed to that of the animal you have taken the shape of
Children of the night:
You know the summon beast spell and can cast it once, without components or spending a spell slot,
between long rests
7
Level 3
Spider climb:
You can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check. You also gain a climbing speed equal to your walking speed
Level 6
Mist form:
Once in between long rests when you drop to 0hp you may instead choose to reduce to 1hp and
become a cloud of mist that is immune to non magical damage except by fire and can squeeze into
a space as small as one inch without penalty. This form lasts for one minute or until you end it as a
bonus action. Additionally, while in this form you have a fly speed of 30ft (hover) and cannot swim
● Eastern bloodline
The eastern bloodline is a variety of vampires that have snake-like features, they are rare even in
the east as they don't share their blood lightly
Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
weaknesses:
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Held breath
If a living creature holds its breath or does not breath you must make a wisdom saving throw DC 8 +
your proficiency + your wisdom mod, if you fail the save you cannot perceive the creature until it
breathes, attacks you, or casts a spell on you. You may make this saving throw once per creature
per day
- Mirror
If you look into a silver mirror you must make a charisma saving throw DC 8 + your proficiency +
your charisma mod, if you fail you become paralysed and must repeat the saving throw.
Level 1
Shape change:
You gain the ability to take the physical shape of a constrictor snake as an action, while in the
physical shape of the creature you retain your darkvision, wisdom, charisma, intelligence, and hit
points, but all other statistics are changed to that of the creature
Water snake:
You can breathe air and water and have a swim speed of 40ft
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Level 3
Social expertise:
You choose two charisma skills, if you have proficiency in them you gain expertise (add double your
proficiency bonus), if you don’t have proficiency in them you gain proficiency in them
Level 6
Vanish:
You may use an action to become invisible for up to one minute or until you use an action or bonus
action or move more than 5ft or dismiss it (no action required)
● Savage bloodline
Corpse vampires belong to this bloodline. The bloodline was created when a god queen embalmed
herself for burial but had been exhumed years later by bandits, she rose then as a corpse vampire
Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
Weaknesses:
- Silver
When attacked by a weapon made of silver and the attack roll die result is an 18 to 20 you take an
additional die of weapon damage
- Running water
If you enter or start your turn in running water you take damage equal to your proficiency
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
Level 1
Very superior dark vision:
Your darkvision increases to 200ft
Immunity:
You are immune to all poison and disease even magical poison and disease
Level 3
Vampiric toughness:
You gain 2 hit points times your vampire level
Poison:
Once per turn if you successfully attack a creature with an unarmed strike or natural weapon attack
you may deal an additional 1d4 poison damage to it
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Level 6
Pounce:
You may use a bonus action to move up to 15ft towards a creature and attack with an unarmed
strike or natural weapon attack. If you successfully land the unarmed strike you knock the target
prone.
● Spirit vampires
Spirit vampires are vampires whose bodies failed to take the disease usually due to improper
destruction of the body. Spirit vampires lose any physical form during their transition to undeath and
exist as ghosts
Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
Weaknesses:
- Iron
When attacked by a weapon made of cold wrought iron and the attack roll die result is an 18 to 20
you take an additional die of weapon damage
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Salt
When salt is spread across the floor you must make a wisdom saving throw DC 15 to come within
15ft of the salted area. If you succeed then traveling within 15ft of the salted area is considered
difficult terrain
Level 1
Incorporeal movement:
you can move through other creatures and objects as if they were difficult terrain. you take 5 (1d10)
force damage if you end your turn inside an object.
Flight:
You gain a 30ft fly (hover) speed
Level 3
Superior darkvision:
You gain a darkvision of 120ft if you didn’t already have a longer darkvision
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Possession:
you can use an action to attempt to possess a creature. you force the target to make a charisma
saving throw DC 6 + your proficiency + your charisma modifier. The DC increases by two if the target
is grappled by you.
This method of possession is very violent and overt.
When you possess a creature you use the Stat block of the possessed creature but retain your
intelligence, charisma, and wisdom scores. you retain full control over the creature you possess. If
the possessed creature is reduced to 0 hit points it is stable and the possession immediately ends.
A creature possessed by you gets to redo its saving throw against possession at the start of every
day, this DC is always the higher DC as if it's grappled.
You can end possession of a creature early by spending an action to do so.
Level 6
Ethereal slip:
You may use your bonus action to slip into the ethereal plane for up to one minute, or until you
dismiss it (no action required). While on the ethereal plane this way you are still able to be seen on
the material plane and can see into it but you are unable to be affected by physical matter or magic
on the material plane. However you are still affected by your salt weakness. You may use this a
number of times equal to your proficiency bonus between long rests.
You may also spend one use of this ability as a reaction when taking damage to slip into the
ethereal plane avoiding the damage entirely
● Psychic vampires
There is a variant strain of the western bloodline that only affects creatures that are psychically
adept. Psychic vampires extract psychic energy from their victims rather than blood
Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Drain:
You gain a natural weapon attack that uses your intelligence modifier instead of your strength
modifier, that deals 1d6 damage psychic damage to a range of 15ft and upon a successful attack
with it you gain temporary hit points equal to your proficiency
Weaknesses:
- Psychic
If you are targeted by an attack that deals psychic damage and the attack roll die result is 18 to 20
you take an additional die of damage from that source
- Mirror
If you look into a silver mirror you must make a charisma saving throw DC 8 + your proficiency +
your charisma mod, if you fail you become paralysed and must repeat the saving throw.
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
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Level 1
Projection of fear:
As a bonus action you may target one creature within 120ft of you that you know of, that creature
makes a wisdom saving throw DC 8 + your charisma mod + your proficiency bonus. If they fail the
save they are frightened of you for one minute, repeating the save at the end of each of their turns.
You may use this ability a number of times equal to your proficiency bonus between long rests
Lesser psychic powers:
You know the mage hand cantrip but when you use the mage hand cantrip this way there is no
visible hand. Charisma is your spellcasting modifier for this ability
Level 3
Psychic powers:
You know and can cast the ray of enfeeblement spell as a 2nd-level spell once with this trait and
regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this
ability.
Psychic possession:
As an action you can target one humanoid you can see within 5 ft of you. it must succeed on a
Charisma saving throw DC 8 + your charisma mod + your proficiency or be possessed by you. While
possessing a creature you appear to be in a trance, you are aware of your surroundings but cannot
move or take actions.
While possessing the creature you take complete control over it and treat its intelligence, charisma.
And wisdom as your own, you do not gain access to the possessed creature's memories but can use
its skills and abilities. The possession ends if the possessed creature is reduced to 0hp, the
possessed creature is the target of a dispel evil or good or protection from evil or good spell, or you
end the possession as a bonus action.
A creature that has been possessed by you or has succeeded in a saving throw against your
possession is immune to further instances of the same effect for 24 hours
Level 6
Greater psychic powers:
You know and can cast the Raulothim's Psychic Lance spell as a 4th level spell once this trait and
regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this
ability. You also can cast ray of enfeeblement once more between long rests
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● Fairy bloodline
Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
Weaknesses:
- Iron
When attacked by a weapon made of cold wrought iron and the attack roll die result is an 18 to 20
you take an additional die of weapon damage
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Charm susceptibility
You have disadvantage on saving throws against being charmed
Level 1
Feywild connection:
Magic can’t put you to sleep. Additionally you may use the dash action as a bonus action and spend
up to 30ft of movement speed on your turn to teleport the same distance to a location you can see
Level 3
Enhanced charm:
The range of your charm extends to 300ft, additionally the target turns and looks at you to fulfill the
requirement of needing to see you. If the attempt is unsuccessful they think nothing of their
compulsion to look in your direction. When you have a creature charmed you may communicate with
them telepathically, after the creature stops being charmed by you they have no recollection of you
communicating with them telepathically
Level 6
Disabling touch:
You may use an action to touch a creature within 5ft of you and disable them. The creature must
make an intelligence saving throw DC 8 + your charisma modifier + your proficiency. If they fail their
movement speed is halved for one minute and they cannot take reactions for the same duration. The
creature may retake the save at the end of each of its turns
13
● Magi bloodline
Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Absorb essence:
You gain a ranged spell attack that you can use as an action, with a range of 60ft, that deals 1d6
necrotic damage and upon a successful attack with it you gain temporary hit points equal to your
proficiency bonus.
This attacks damage increases by 1d6 when you reach levels; 5, 11, and 17
Weaknesses:
- Fire susceptibility
When attacked by an attack that deals fire damage and the attack roll die result is an 18 to 20 you
take an additional die of weapon damage
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Holy susceptibility
You have disadvantage on saving throws against spells cast by a cleric or paladin
Level 1
Vampire magic:
Class levels in vampire count as levels in a casting class that you have levels in for the purposes of
class abilities and gaining spell slots. Additionally you may substitute the casting ability of any
casting class you have levels in for charisma, you may also substitute charisma with your spell
casting ability for calculating charms save DC.
Level 3
-
Level 6
-
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Dhampyr
Dhampyr is a type of creature that is half vampire by birth. Dhampyr have only some of the
vampires strengths and weaknesses
Appearance
Dhampyr are pale slim creatures that often resemble a sickly albino elf, they are mistaken for
such by more educated people, but less educated people often mistake them for a type of
monster (much like they do a tiefling). The appearance of a dhampyr is determined by its
mothers race, however it always is pale, underweight, and with some of the pointy features of
an elf. (it is unknown why there is a resemblance to elves, especially in human Dhampyr who,
their heritage as a human is not clear even with thorough inspection)
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Vampire lords
Path of lordly might
Some great vampires may ascend to the ranks of ‘vampire lord’ these vampires are typically the
leader of a vampire house or in other cases, like strahd, the single reigning vampire in a region. It is
also true that in very large houses that lower vampires may ascend to lordship as well. For a
vampire to become a lord they must acquire worshippers or cultists that feed their power through
prayer. A vampire that has many cultists may take levels in the vampire lord prestige class
Vampire lord
Hit dice d10
Spell slots
Proficiency Cantrips Spells
Level bonus Features known known 1st 2nd 3rd
3 2 - 2 6 3 2 -
4 2 Additional transformation, 3 7 4 3 -
subtle powers
5 3 - 3 8 4 3 2
Level 1
Lord's form
As an action you can choose to bring out all of your vampire powers and transform your physical
form into something that resembles a gargoyle.
While in your lord form you retain your regular statistics but gain a +4 to your charisma score and a
vulnerability to piercing, slashing, and bludgeoning damage. The increase to your charisma score
can raise your score above 20. You can use this ability once in between long rests, and it lasts for up
to one hour or until you transform back as an action or drop to 0 hit points
Spell casting
While in your lord form you gain the ability to use intense magic in place of physical strength
Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
You select spells from the sorcerer spell list
Level 4
Additional transformation
At fourth level you can transform one additional time in a day, not exceeding your hour a day time
limit of being transformed.
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Subtle powers
You no longer need to be in your lord form to gain access to your spells, additionally when casting a
spell while not transformed you may treat it as being under the effect of subtle spell metamagic
Feral vampires
Path of the wilds
‘Feral vampires’ is a term reserved for vampires who dedicate their lives to druidic study and
philosophy. To other vampires these ‘ferals’ are typically disgusting and a waste of the blessing they
received, but to most they are indistinguishable from any other druid however with a mysterious
circle. To qualify for this prestige class the vampire must be of western or eastern bloodlines or have
one level of the druid class
Feral vampire
Hit dice d10
Spell slots
Proficiency Cantrips Spells
Level bonus Features known known 1st 2nd 3rd
1 2 Natural transformation, 2 4 2 - -
druidic, spell casting
3 2 - 2 6 3 2 -
5 3 - 3 8 4 3 2
Level 1
Natural transformation
You gain the abilities to use any racial or magical abilities (including vampire class abilities and
spells) that don’t require somatic components while transformed in a form other than your natural
form. Additionally while transformed you may increase the size of the creature you are transforming
into, up to large. You may also choose to retain your ability scores while transforming.
Druidic
Levels gained in this prestige class and any taken in the vampire prestige class also count as levels
in druid for the purposes of druid class abilities (other than spell casting) and magic items.
Additionally you may use charisma in place of wisdom as a spell casting ability for druid spells
Spell casting
Your devotion to the wilds has given you a propensity for wild magics
Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
You select spells from the druid spell list
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Level 4
Immutable forms
No spell or effect can alter your form unless you are willing to let it
Dire transformation
While transformed you have immunity to effects that would frighten you, and have advantage on
saving throws against being stunned or charmed. Additionally you gain 20 maximum hit points, if it's
the first time you transformed in the day you heal that same amount
Progenitors
The progenitors of each vampire bloodline will be discussed in this section along with suggested stat
blocks to run them using. Only two are present so far
The god queen should use as many animals as vampire and ghouls to hunt, hinder, or scout on
adventurers and vampire rivals. It is likely that she will use animals to ravage villages that get too
close to her domain and because of this adventurers are likely to hear rumors of just something
wrong with the jungle's natural balance, or more innocent a few unprovoked animal attacks.
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God queen Immutable forms:
Medium undead (savage bloodline), chaotic evil She is immune to spells and effects that would alter her
form except for her own
AC = 18 (armor)
Hit points 258 (18d10 + 2d8 + 100 + 36)
Subtle power:
Speed 30ft The god queen's spells are always affected by the subtle
CR spell metamagic
Immunity: Pounce:
The god queen is immune to all poison and disease even The god queen moves up to 15ft towards a creature and
magical poison and disease attacks with her bite. If she successfully lands the
unarmed strike she knocks the target prone.
Undead fortitude: DC 5 + damage con save, 5/day
If damage reduces her to 0 hit points, she makes a save,
unless the damage is radiant or from a critical hit. On a
success, she drops to 1 hit point instead.
Regeneration: 1/day
On the start of her turn she may choose to regain 20hp.
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Bonus actions (continued) Mythic
Run:
She moves up to 45ft
Attack:
She makes an attack with either her spear or her bite
Cast:
She casts a spell she knows
20
Vampire brain
huge undead (psychic bloodline), chaotic evil Actions
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Ray of enfeeblement: recharge 3-6 Reinforce: (recharge 3-4 or when there are no mind
The vampire brain casts ray of enfeeblement as a 2nd level flayers left)
It teleports two vampire mindflayer fledglings to
spell, using charisma
unoccupied spaces within 30ft of it
Raulothim's Psychic Lance: recharge 5-6
The vampire brain casts Raulothim's Psychic Lance as a
4th level spell, using charisma
Projection of fear:
As a bonus action you may target one creature within 120ft
of you that you know of, that creature makes a wisdom
saving throw DC 8 + your charisma mod + your proficiency
bonus. If they fail the save they are frightened of you for
one minute, repeating the save at the end of each of their
turns. You may use this ability a number of times equal to
your proficiency bonus between long rests
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Lair Actions
When fighting inside its lair, the vampire brain can use lair actions. On initiative count 20 (losing
initiative ties), the vampire brain can take one lair action to cause one of the following effects; the
vampire brain can't use the same lair action two rounds in a row:
- The vampire brain targets one friendly creature it can sense within 120 feet of it. The target has a
flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes
before the end of its next turn. If the target doesn't or can't use this benefit in that time, the
inspiration is lost.
- The vampire brain targets one creature it can sense within 120 feet of it and anchors it by sheer
force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its
current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success.
Regional Effects
The territory within 5 miles of the vampire brain is altered by the creature's psionic presence, which
creates one or more of the following effects:
- Creatures within 5 miles of the vampire brain feel as if they are being followed, even when they are
not.
- The vampire brain can overhear any telepathic conversation happening within 5 miles of it. The
creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when
telepathic contact is first established. If the check succeeds, the creature is aware that something is
eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the vampire
brain can't participate in the telepathic conversation unless it has formed a psychic link with the
creature that initiated it.
- Any creature with which the vampire brain has formed a psychic link hears faint, incomprehensible
whispers in the deepest recesses of its mind. This psychic detritus consists of the vampire brain's
stray thoughts commingled with those of other creatures to which it is linked.
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Other vampire creatures
Under construction
AC = 10
Hit points 4 (1d4+0)
Speed 30ft
Str 10 (0) Dex 10 (0) Con 10 (0) Int 10 (0) Wis 10 (0) Cha 10 (0)
Actions
Bite
Melee Weapon Attack: +2 (str) to hit, reach 5ft, one target. Hit: 2d4 + 0 piercing damage. upon a successful
attack with it the vampire gains 2 temporary hit points
Weaknesses
- Silver
When attacked by a weapon made of silver and the attack roll die result is an 18 to 20 it takes an additional
die of weapon damage
- Running water
If it enters or starts its turn in running water it takes 2 damage
- Sunlight sensitivity
it has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target
of its attack, or whatever it is trying to perceive is in direct sunlight
For a young savage vampire give it three levels in the vampire class.
For a savage vampire give it six levels in the vampire class
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Psychic vampires
AC = 13 (leather armor)
Hit points 35 (5d10 + 5)
Speed 30ft
Str 11 (0) Dex 12 (+1) Con 12 (+1) Int 17 (+3) Wis 19 (+4) Cha 17 (+3)
Abilities
Magic Resistance. The mind flayer has advantage on saving throws against spells
Actions
Drain
Ranged spell Attack: +5 (cha) to hit, reach 15ft, one target. Hit: 1d6 + 3 psychic damage. upon a successful
attack with it the vampire gains 2 temporary hit points
Tentacles
Melee weapon attack: +2 to hit (str), reach 5ft, one target. Hit 1d10 + 0 psychic damage. If the target is
Medium or smaller, it is grappled (escape DC: 10) and must succeed on a DC: 13 (cha) Intelligence saving
throw or be stunned until this grapple ends.
Drain blast (recharge 6)
Each creature of its choice within 60ft of it must make a DC 13 intelligence saving throw or take 1d6 + 3
psychic damage. The mind flayer gains temporary hit points equal to the number of creatures affected this
way times 2. Then, each creature affected by this ability must make another intelligence saving throw DC 13
or be stunned for one minute, repeating the save at the end of each of their turns
Extract Brain
Melee Weapon Attack: +2 to hit (str), reach 5 ft., one incapacitated humanoid grappled by the mind flayer.
Hit: The target takes 3d10 piercing damage. If this damage reduces the target to 0 hit points, the mind flayer
kills the target by extracting and devouring its brain.
Weaknesses
- Psychic
If it is targeted by an attack that deals psychic damage and the attack roll die result is 18 to 20 it takes an
additional die of damage from that source
- Mirror
If it looks into a silver mirror it must make a charisma saving throw DC 13 (cha), if it fails it becomes
paralysed and must repeat the saving throw.
- Sunlight sensitivity
it has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target
of its attack, or whatever it is trying to perceive is in direct sunlight
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Vampire hunters
Vampire hunters need to be prepared for anything when fighting vampires, they pack many potions,
weapons, and sometimes multiple sets of armor. Below are some specialized equipment made by
and for vampire hunters. These weapons are considered martial weapons
Kusari-fundo 2gp 1d8 bludgeoning 4lbs Fast +1, special, reach, two-handed
Often it is better to keep a distance between you and a vampire, a kusari-fundo is an iron ball
attached to the end of a long chain to deliver crushing blows at a distance. It can also be paired with
the kama, a sickle like weapon, making it into a kusarigama and making both weapons considered
light one-handed weapons
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