Fire Vampire (5e Creature)
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Fire Vampire
Medium aberration, chaotic evil Armor Class 15 (natural armor)
Damage Vulnerabilities cold Energy Burst. When the fire vampire dies, it explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. All fire vampires within 15 feet are not harmed and instead regain 14 (4d6) hit points. The explosion ignites flammable objects in that area that aren't being worn or carried. Fire Form. A creature that touches the fire vampire or hits it with a melee attack while with in 5 feet of it takes 3 (1d6) fire damage. Illumination. The fire vampire sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Water Susceptibility. For every 5 feet the fire vampire moves in water, or for every gallon of water splashed on it, it takes 4 cold damage. ACTIONSTouch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage. If the target is flammable object, it ignites. Essence Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. The fire vampire regains hit points equal to the amount of damage dealt.
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Despite its name, the fire vampire is not related to the common undead vampire. Instead, fire vampires are spherical creatures that consist of living flame. They are said to originate from a faraway star. Fire vampires are sentient. If summoned, they appear as flaming meteors in the sky. A swarm of fire vampires is as beautiful as it is deadly and destructive. |
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