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    Pixie in the Playground
     
    SolithKnightGuy

    Join Date
    May 2009
    Location
    Conway, Arkansas.
    Gender
    Male

    Default Vampire Errant (CR 3 Vampire)

    I'm wondering how well balanced that the first monster I've made for 5e came out.

    VAMPIRE ERRANT
    Medium undead, lawful evil
    ************************************************
    Armor Class 12
    Hit Points 43 (5d8+20)
    Speed 30 ft.
    ************************************************
    STR DEX CON INT WIS CHA
    18 (+4) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 17 (+3)
    ************************************************
    Skills Stealth
    Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
    Senses passive Perception 14
    Languages common
    Challenge 3 (700 XP)
    ************************************************
    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 if it ends its turn in running water.
    Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
    Sun light Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sun light, it has disadvantage on attack rolls and ability checks.
    Bite (Bat or Vampire Form Only). 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: 7 (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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
    Blood Frenzy. The vampire has advantage on melee attack
    rolls against any creature that doesn't have all its hit points
    ACTIONS
    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.
    Multiattack. The vampire can make two melee attacks.
    Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d6+4) slashing damage.
    Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).
    Last edited by mithrawnudo; 2018-05-21 at 01:20 PM.

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