Wednesday, November 7, 2018

5e Orcus Cult Vampire

The nice thing about adopting the Orcus Cult Vampire to Fifth Edition is that we just need to do a little reskinning. The following text is Open Game Content:

Orcus Cult Vampire

The gaunt figure has soulless eyes that are black as pitch, and large pointed ears. Its mouth curls into a snarl revealing long, jagged yellow teeth.

Sworn to a Demon Prince. The cultists of Orcus venerate vampires as the most unholy expressions of their master’s power. Within the cult even the lowliest vampire holds higher status than the most powerful living cultist, and the living toil to procure victims and otherwise serve at the pleasure of their blood-drinking superiors.

A Dark Transformation. Many cultists aspire to eventually be transformed into vampires via a foul ritual dedicated to the demon prince of undeath. The Orcus cult vampires so created differ from common vampires in both abilities and weaknesses.

Centuries of Unceasing Night. Granted immortal life but not immortal youth, these cult vampires burn with hatred as their bodies are steadily consumed by the slow passage of years. Although these vampires are unable to create spawn they nevertheless hunger for the blood of the living.

Vampire Initiate
Medium undead, chaotic evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
StrDexConIntWisCha
16 (+3)16 (+3)16 (+3)11 (+0)10 (+0)12 (+1)
Saving Throws Dex +6, Wis +3
Skills Perception +3, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Common
Challenge 5 (1,800 XP)
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus action.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire 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 vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Orcus Cult Vampire
Medium undead, chaotic evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)18 (+4)18 (+4)17 (+3)15 (+2)18 (+4)
Saving Throws Dex +9, Wis +7, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common
Challenge 13 (10,000 XP)
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Shadow Escape. When it drops to 0 hit points outside its resting place, the vampire dissipates into shadow instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t dissipate, it is destroyed. The vampire reappears 1 round later in its resting place, where 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.
Shadow Form. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a shadow, or back into its true form. While in shadow form, the vampire can’t take any actions, speak, or manipulate objects, its walking speed is 40 feet. The vampire can move through a space as narrow as 1 inch wide without squeezing. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus action.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire 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 vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s 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 24 hours 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.
Summon Shadows (1/Day). The vampire magically calls 1d4 shadows which arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The shadows remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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