Vampires
"Can you truly judge me without understanding the core of my existence? My thirst for mortal blood is a manifestation of who I am, a step forward in the intricate dance of evolution. This is a nature possibly beyond the grasp of your comprehension.
Isn't it curious that you, too, are a predator? You consume the flesh of animals without hesitation, yet stand in judgment when I feed on the very essence that sustains life. This makes your accusations seem rather hollow, doesn't it?
We, the vampires, accept our nature with grace and dignity. We don't shy away from recognizing our place in the world's hierarchy. We have shielded humanity, asking only for the barest of tributes in blood. Yet, you perceive me as a creature to be reviled.
Your disdain is not rooted in a genuine moral high ground. Instead, it's tinged with fear, envy, and perhaps a touch of jealousy. You see the allure, the might, the liberation that we possess. Given the choice, I believe you might even forsake your very essence to stand among us.
I once gazed upon the realm of the undead with longing. Now, having transcended mortality, I am unchained in a world of endless fascination. And no amount of superficial judgment will deter me from my true destiny."
Tier 2
Vampire Familiar
Small, Beast / Undead
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 14 AP 0 HP 24 Posture 18
- Damage Resistance: Dark
- Damage Weakness: Light
- Passive Insight/ Perception 16
- Senses Dark Vision
- Language None
Movement
Base/ Fly 35 Climb/Swim 10 Dash 20 Stats + Skills
STR +0 DEX +6 INT -2 WIS +6 CHA -2
- LU -2: Luck Points: 0; Critical Fail: 1 to 2
Abilities
- Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
Actions (1)
Bite: Hit +6, Dmg 1d6 thrust
Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 1d4 bleed damage, and regain that same amount of HP.
Light Claw Hit +6, Dmg 1d6 slash
Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 14), or start Bleeding (1d4).
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Vampire Spawn
Medium, Humanoid/ Undead
Tier 2, Challenge Point 12, XP: 24
Attributes
AC 16 AP 1 HP 77 Posture 42
- Damage Resistance: Dark
- Damage Weakness: Light
- Passive Insight/ Perception 16
- Senses Dark Vision
- Language 2 Languages
Movement
Base/ Fly 35 Climb/Swim 20 Dash 40 Stats + Skills
STR +5 DEX +6 INT +1 WIS +6 CHA +0
- LU -2: Luck Points: 0; Critical Fail: 1 to 2
Abilities
- Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
Actions (1)
Bite: Hit +6, Dmg 1d8 thrust
Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 1d8 bleed damage, and regain that same amount of HP.
Light Claw Hit +6, Dmg 1d8 slash
Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 14), or start Bleeding (1d6).
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Tier 3
Lesser Vampire
Medium, Undead
Tier 3, Challenge Point 20, XP: 60
Attributes
AC 18 AP 1 HP 127 Posture 68
- Damage Resistance: Dark
- Damage Weakness: Light
- Passive Insight/ Perception 17
- Senses Dark Vision
- Language 3 Languages
Movement
Base/ Fly 45 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX +8 INT +4 WIS +7 CHA +7
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
Bloodthirst When you start the turn within 5 feet of a Bleeding creature, you can regain 1d8 HP.
Sunlight Weakness You take 1d12 light damage at the start and at the end of your turns while exposed to sunlight.
Actions (2)
Bite: Hit +8, Dmg 1d12 thrust
Armor Piercer: You ignore 2 AP
Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 1d12 bleed damage, and regain that same amount of HP.
Light Claw Hit +8, Dmg 1d10 slash
Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 16), or start Bleeding (1d8).
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Feral Vampire
Medium, Undead
Tier 3, Challenge Point 32, XP: 96
Attributes
AC 15 AP 0 HP 200 Posture 103
- Damage Resistance: Dark
- Damage Weakness: Light
- Passive Insight/ Perception 17
- Senses Dark Vision
- Language None
Movement
Base/ Climb/ Fly 45 Swim 25 Dash 50 Stats + Skills
STR +8 DEX +5 INT -2 WIS +7 CHA -3
LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
Bloodthirst When you start the turn within 5 feet of a Bleeding creature, you can regain 1d8 HP.
Sunlight Weakness You take 1d12 light damage at the start and at the end of your turns while exposed to sunlight.
Actions (2)
Bite: Hit +8, Dmg 1d12 thrust
Armor Piercer: You ignore 2 AP
Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 1d12 bleed damage, and regain that same amount of HP.
Light Claw Hit +8, Dmg 1d10 slash
Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 16), or start Bleeding (1d8).
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Reaction
- Blood Feast As a Reaction, you can make 1 Attack when a creature takes bleed damage.
Tier 4
Vampire
Medium, Undead
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 19 AP 1 HP 248 Posture 129 Mana 10
- Damage Resistance: Dark
- Damage Weakness: Light
- Passive Insight/ Perception 19
- Senses Dark Vision
- Language 3 Languages
Movement
Base/ Climb/ Fly 45 Swim 25 Dash 50 Stats + Skills
STR +8 DEX +9 INT +5 WIS +9 CHA +9
- LU +1: Luck Points: 1; Critical Fail: 1
Villain Action
- Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Abilities
Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
Bloodthirst When you start the turn within 5 feet of a Bleeding creature, you can regain 1d8 HP.
Sunlight Weakness You take 1d12 light damage at the start and at the end of your turns while exposed to sunlight.
Spell Skill: Spell Hit: +9, Spell DC (17)
Actions (2)
Bite: Hit +9, Dmg 1d12 thrust
Armor Piercer: You ignore 2 AP
Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 1d12 bleed damage, and regain that same amount of HP.
Light Claw Hit +9, Dmg 1d10 slash
Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 17), or start Bleeding (1d8).
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Cast Spell You can cast the following spells:
At Will: Blood Slash
Level 1 (1 Mana): Blood Skull, Darkness, Hypnotize
Level 2 (2 Mana): Blood Drain
Bonus Action
- Cast Spell You can cast the following spells:
- Level 2 (2 Mana): Force Bleed
Reaction
- Blood Feast As a Reaction, you can make 1 Attack when a creature takes bleed damage.
Tier 5
Higher Vampire
Medium, Undead
Tier 5, Challenge Point 50, XP: 250
Attributes
AC 21 AP 1 HP 311 Posture 161 Mana 30
- Damage Resistance: Dark
- Damage Weakness: Light
- Passive Insight/ Perception 20
- Senses Dark Vision
- Language 4 Languages
Movement
Base/ Climb/ Fly (Hover) 60 Swim 30 Dash 60 Stats + Skills
STR +11 DEX +11 INT +8 WIS +10 CHA +11
- LU +3: Luck Points: 3; Critical Fail: 1
Villain Action
- Ego Save If you fail a Save, you can choose to take 40 psychic damage to succeed on it instead.
- Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Abilities
Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
Bloodthirst When you start the turn within 5 feet of a Bleeding creature, you can regain 1d8 HP.
Coffin Reincarnation If you die while within 3 miles of the coffin in which you sleep, you can be resurrected after 3 days. Your body will be reconstructed using the coffin. However, if the coffin is destroyed before your resurrection, the process will fail and you will permanently die.
Sunlight Weakness You take 1d12 light damage at the start and at the end of your turns while exposed to sunlight.
Spell Skill: Spell Hit: +11, Spell DC (19)
Cast Ritual Spell You can cast the following spells:
Blood Rain, Contact, Invisible Eye
Actions (2)
Bite: Hit +11, Dmg 2d8 thrust
Armor Piercer: You ignore 2 AP
Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 2d8 bleed damage, and regain that same amount of HP.
Light Claw Hit +11, Dmg 1d12 slash
Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 19), or start Bleeding (1d12).
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Cast Spell You can cast the following spells:
At Will: Blood Slash
Level 1 (1 Mana): Blood Skull, Darkness, Hypnotize
Level 2 (2 Mana): Blood Drain
Level 3 (4 Mana): Control Beast, Enchanting Words, Power Word: Pain
Level 4 (6 Mana): Dark Skulls, Memory Control
Bonus Action
- Cast Spell You can cast the following spells:
- Level 2 (2 Mana): Force Bleed
- Level 3 (4 Mana): Blood Snake,
Reaction
- Blood Feast As a Reaction, you can make 1 Attack when a creature takes bleed damage.
Tier 6
Count Dracula
Medium, Undead
Tier 6, Challenge Point 100, XP: 600
Special Loot: Cain's Miserable Blood Fang
Attributes
AC 22 AP 1 HP 612 Posture 312 Mana 50
- Damage Resistance: Dark
- Damage Weakness: Light
- Passive Insight/ Perception 22
- Senses Dark Vision
- Language All
Movement
Base/ Climb/ Fly (Hover) 60 Swim 30 Dash 60 Stats + Skills
STR +12 DEX +12 INT +12 WIS +12 CHA +12
- LU -3: Luck Points: 0; Critical Fail: 1 to 3
Villain Action
- Ego Save If you fail a Save, you can choose to take 40 psychic damage to succeed on it instead.
- Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
- Villain Mana When you start your turn with 0 Mana, you can regain 1d6 Mana.
Abilities
Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
Bloodthirst When you start the turn within 5 feet of a Bleeding creature, you can regain 1d10 HP.
Coffin Reincarnation If you die while within 3 miles of the coffin in which you sleep, you can be resurrected after 3 days. Your body will be reconstructed using the coffin. However, if the coffin is destroyed before your resurrection, the process will fail and you will permanently die.
Sunlight Weakness You take 1d12 light damage at the start and at the end of your turns while exposed to sunlight.
Spell Skill: Spell Hit: +12, Spell DC (20)
Cast Ritual Spell You can cast the following spells:
Blood Rain, Contact, Invisible Eye
Actions (2)
Bite: Hit +12, Dmg 2d12 thrust
Armor Piercer: You ignore all AP
Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 2d12 bleed damage, and regain that same amount of HP.
Light Claw Hit +12, Dmg 2d12 slash
Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 20), or start Bleeding (1d12).
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Cast Spell You can cast the following spells:
At Will: Blood Slash
Level 1 (1 Mana): Blood Skull, Darkness, Hypnotize
Level 2 (2 Mana): Blood Drain
Level 3 (4 Mana): Control Beast, Enchanting Words, Power Word: Pain
Level 4 (6 Mana): Dark Skulls, Memory Control
Level 5 (10 Mana): Blood Puppet
Level 6 (14 Mana): Regeneration
Bonus Action
- Cast Spell You can cast the following spells:
- Level 2 (2 Mana): Force Bleed
- Level 3 (4 Mana): Blood Snake,
Reaction
- Blood Feast As a Reaction, you can make 1 Attack when a creature takes bleed damage.
Cain, The First Vampire
Medium, Undead
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 1 AP 0 HP ∞ Posture 0
- Passive Insight/ Perception 5
- Senses Dark Vision, True Vision
- Language All
Movement
Base/ Climb/ Fly (Hover) 60 Swim 30 Dash 60 Stats + Skills
STR +15 DEX +15 INT +∞ WIS -5 CHA -5
- LU -5: Luck Points: 0; Critical Fail: 1 to 5
Villain Action
- Empty Fight Will Cain has no will to fight and doesn't roll for Initiative and takes no turns in combat.
Abilities
Curse of Infinite Sun Wrath If Cain takes any Light damage, his body immediately turns to ash. After 3 days, his body is remade from this ash. If the ash is destroyed, his body is remade from absolute nothingness after 30 years. Cain feels the pain of a thousand suns burning while he is without his body.
Cain also takes 1d12 light damage every second he remains exposed to sunlight.
Immortality Curse Cain is immortal and has infinite HP.
Curse of Infinite Memory Cain is unable to forget anything, and as a result, lives in a constant state of regret and trauma. If he takes any psychic damage, he becomes Paralyzed and Scared of everything for a year. The Restoration can end this effect earlier.
Curse of Infinite Misfortune Cain is always surrounded by misfortune and everything he makes is destined to fail. Cain automatically fails any Luck Checks.
Curse of Eternal Hunger and Thirst Cain is fated to feel eternal hunger and thirst. He can only temporarily alleviate his thirst by drinking the blood of someone, but he ends up transforming them into a vampire as a result. When a creature within 300 feet of Cain takes any bleed damage, he immediately teleports within 5 feet of it and makes one Bite Attack.
Curse of Infinite Curses Cain's Curses cannot be removed or ignored, not even by the Wish spell. The only way to break all of Cain's curses is if the soul of his brother Abel forgives him.
Tired of living Cain is tired of living and has lost all will to fight. He is always Exhausted and he cannot become hostile even when someone hurts him.
Actions (1)
- Bite Hit +15, Dmg 1d8 thrust + 1d8 bleed
- Vampire Curse: A creature that takes this bleed damage becomes Cursed. While Cursed this way, that creature must avoid drinking any blood for 1 week, or they become a Higher Vampire.
- That creature must succeed on a Religion Save (DC 20) whenever it finishes a Short or Long rest, or when a creature within 300 feet of it takes any bleed damage. On a fail, the creature becomes Confused.
- While Cursed this way, the creature will use an Action to drink the blood of any dead or bleeding creature nearby whenever it is possible while Confused.