Crimson Vampire (5e Creature)
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Medium aberration, chaotic evil Armor Class 16 (natural armor)
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons Illumination. The crimson vampire sheds bright light in a 15-foot radius and dim light in an additional 15 feet. Lightning Burst. When the crimson vampire dies, it explodes, and a creature of its choosing within 30 feet of it must make a DC 15 Dexterity saving throw, taking 19 (3d10+2) lightning damage on a failed save, or half as much damage on a successful one. Lightning Form. A creature that touches the crimson or hits it with a melee attack while with in 5 feet of it takes 7 (2d6) lightning damage. ACTIONSTouch. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 19 (3d10+2) lighting damage, and the target must succeed on a DC 13 Constitution saving throw or be paralysed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Essence Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) lightning damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If this damage reduces the creature to 0 hit points, it combusts and is reduced to a pile of ash.
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Like the fire vampire, the crimson vampire has little in common with the common undead vampire. It appears as crimson bursts of lightning. The touch of a crimson vampire drains a victim’s live force and also their memories. The victim of a crimson vampire sometimes burst into flames. All crimson vampires share a hive mind and thus have access to a vast amount of absorbed memories. Crimson vampires are said to be the servants of Cthugha, a god that lives on a comet. |
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