X.U.5 Bestiary: Undead: The Vampiric - JulTob/DnD GitHub Wiki

Vampire Spawn

Medium undead, neutral evil

Armor Class 15 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 30 ft.

STR DEX CON INT WIS CHA
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 the languages it knew in life

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.

Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses: The vampire has the following flaws:

  • Forbiddance: The vampire can't enter a residence without an
  • Harmed by Running Water: The vampire takes 20 acid damage when it
  • Stake to the Heart: The vampire is destroyed if a piercing weapon
  • Sunlight Hypersensitivity: The vampire takes 20 radiant damage when

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 creature. 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.


NOSFERATU

Vicious, undead hunters, nosferatu possess the endless thirst of vampires but none of their grace. For them, existence is nothing more than an everlasting string of cold, desperate nights punctuated by crimson splashes of momentary warmth and lucidity.

These joys are fleeting, as their blood addiction can never be quelled.

Nosferatu feed on anything with blood. Heaps of mutilated rats and stables turned into slaughterhouses are typical first signs of a nosferatu's preda-tion. When the sun interrupts their hunts, nosferatu retreat to favored ruins, sewers, or caves, caring nothing for their lair's comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid.

For a few moments after feeding, nosferatu are lucid and capable of considering more than their next meal. In these instants, nosferatu recollect glimpses of what they once were, beings who knew pride, intention, and a world beyond the shadows. They might even momentarily be convinced to converse with other creatures. However, those who talk with nosferatu typically find them selfish, duplicitous creatures whose memories are faded and whose basic respect for life is long dead.

NOSFERATU Medium Undead
Armor Class 17 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 40 ft.
STR 20 (+5)
DEX 18 (+4)
CON 21 (+5)
INT 6 (-2)
WIS 17 (+3)
CHA 14 (+2)
Saving Throws Dex +7, Con +8, Wis +6
Skills Perception +6, Stealth +10
Damage Resistance necrotic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 16
Languages the languages it knew in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Regeneration. The nosferatu regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn't in sun-light. If the nosferatu takes radiant damage, this trait doesn't function until the start of the nosferatu's next turn.
Spider Climb. The nosferatu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Unusual Nature. The nosferatu doesn't require air.
Actions .
Multiattack. The nosferatu makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d8 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. If the target is missing any of its hit points, it instead takes 11 (2d10) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10 days.
Blood Disgorge (Recharge 5-6). The nosferatu vomits blood in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) necrotic damage, and it can't regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.

🧛🏼‍♀️ Vampirics 🧟‍♂️JIANGSHI
👾 Type: Medium Undead
🛡️ Armor Class: 16 (natural armor)
⚰️Damage Vulnerabilities  
🩹Damage Immunities  
💉Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
💚 Hit Points: 119 (14d8 + 56)
👞 Speed:  
🟥 STR 18 (+4)
🟧 DEX 3 (-4)
🟨 CON 18 (+4)
🟩 INT 17 (+3)
🟦 WIS 14 (+2)
🟪 CHA 12 (+1)
🎲 Saving Throws Con +8, I nt +7, Wis +6, Cha +5
👁️ Senses: darkvision 120 ft., passive Perception 12
🇪🇺 Languages: any languages it knew in life
💀 Challenge: 9 (5,000 XP)
🏅Proficiency Bonus +4
🥀 Weaknesses. The jiangshi has the following flaws:
Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away from the reflection as possible.
Susceptible to Holy Symbols. While the jiangshi is wearing or touching a holy symbol, it automatically fails savingthrows against effects that turn Undead.
♠️ Skills  
Unusual Nature The jiangshi doesn't require air.
⚔️ Actions  
Multiattack The jiangshi makes three Slam attacks and uses Consume Energy.
Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoningdamage.
Consume Energy. The jiangshi draws energy from a creature it can see within 30 feet of it. The target makes a DC 16 Constitu­ tion saving throw, taking 18 (4d8) necrotic damage on a failed save, or halfas much damage on a successful one. The jiangshi regains hit points equal to the amount of necrotic damage dealt. After regaining hit points from this action, the jiangshi gains the following benefits for 7 days: its walking speed in­ creases to 40 feet, and it gains a flying speed equal to its walk­ ing speed and can hover. A Humanoid slain by this necrotic damage rises as a wight (see its entry in the Monster Manual) at the end ofthe jiang­ shi's turn. The wight acts immediately after the jiangshi in the initiative order. Ifthis wight slays a Humanoid with its Life Drain, the wight transforms into a jiangshi 5 days later.
Change Shape The jiangshi polymorphs into a Beast, a Hu­manoid, or an Undead that is Medium or Small or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the jiangshi's choice). It reverts to its true form if it dies.

Vampire

Medium undead (shapechanger), lawful evil

Armor Class 16 (natural armor)

Hit Points 144 (17d8 + 68)

Speed 30 ft.

STR DEX CON INT WIS CHA
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 the languages it knew in life;

Challenge 13 (10,000 XP)

Shapechanger: If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. 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.

Legendary Resistance (3/Day): If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape: When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, 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.

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.

Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses: The vampire has the following flaws:

  • Forbiddance: The vampire can't enter a residence without an
  • Harmed by Running Water: The vampire takes 20 acid damage if it ends
  • Stake to the Heart: If a piercing weapon made of wood is driven into
  • Sunlight Hypersensitivity: The vampire takes 20 radiant damage when

Actions

Multiattack (Vampire Form Only): The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only): Melee Weapon Attack: +9 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 18).

Bite (Bat or Vampire Form Only): 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: 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.

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.

Children of the Night (1/Day): The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts 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.

⚠️ **GitHub.com Fallback** ⚠️