Horse, Vampiric (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Sideshow (Anime Supplement) class and Large Beast background, and as such does not follow traditional CR.

Vampiric Horse[edit]

Large beast, unaligned


Armor Class 18 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 8 (-1)

Saving Throws Str +8, Con +7
Skills Athletics +8, Nature +3, Survival +4
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 10
Languages
Challenge 9 (5,000 XP)


Spirit Points. The horse has 6 spirit points, which it may expend. All spirit points are regained at the end of a long rest.

Keen Hearing. The horse has advantage on Wisdom (Perception) checks that rely on hearing.

Sunlight Hypersensitivity. The horse also counts as undead. If an amount of skin equal to the surface of the horse's head or greater is in direct sunlight, it takes 5 (2d4) radiant damage at the end of each of its turns, or every 6 seconds outside of initiative. Creatures attempting to reveal the horse may do so as the result of a successful shove attempt. Recovering itself requires an action. Additionally, the horse does not age or need to sleep, and it counts as one size larger for the sake of how much you can push, pull, or lift.

Vampiric Speed. The horse's movement speed increases by 10 feet at the end of each round it moves its full movement speed to a maximum of 300 feet, and its movement speed returns to normal at the end of a round it does not move more than 60 feet.

Brainstorm. When the horse is targeted by an effect in which it must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, the horse may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

ACTIONS

Multiattack. The horse makes two attacks with its hooves.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Path of Destruction (1 Spirit Point). As a bonus action, the horse may make an attack against any creature whose space it move into until the beginning of its next turn. The horse may only target each creature once each time it uses this feature.


Vampire_Horses.gif
[Source].

One of their many experiments to test the limits of their stone masks, the Pillar Men also converted a number of horses into vampires, occasionally using them as tireless steeds, or as ruthless road clearers.


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