Vampire (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 Monster (5e Background) background, and as such does not follow traditional CR.

Vampire[edit]

Medium undead, neutral evil


Armor Class 17
Hit Points 77 (9d10 + 27)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 12 (+1) 10 (+0) 12 (+1)

Saving Throws Str +6, Dex +7
Skills Athletics +6, Insight +4, Intimidation +5, Perception +4, Stealth +7, Survival +4
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 14
Languages any two languages
Challenge 9 (5,000 XP)


Spirit Points. The vampire has 9 spirit points which they may expend. All spirit points are regained at the end of a long rest.

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

Flesh Detection. If there is only one creature in a 15 foot radius of the vampire, they automatically learn their alignment, even if they aren't aware of their presence, so long as they produce a scent.

Speed of Hunger. The vampire can take the disengage action as a bonus action. They may spend 1 spirit point to take the disengage or dash action as a free action.

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

ACTIONS

Multiattack. The vampire makes two Vampiric Claws attacks.

Vampiric Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Extend Claws (1 Spirit Point). As a bonus action, the reach of the vampire's Zombie Claws increases by 5 feet for 1 minute.

Crush (1 Spirit Point). As a bonus action while grappling a creature in two hands, the target becomes restrained until they escape the grapple and automatically 5 bludgeoning damage at the end of each of the vampire's turns.

Blood Drain (1 Spirit Point). As a bonus action, the vampire gains the following for 1 minute. On a hit with an unarmed strike, they regain hit points equal to the damage you deal unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.

When they reduce a creature's hit points to 0 and would regain hit points from this feature, they may instead raise them as an undead after 1 minute. They regain hit points equal to the damage they dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by the vampire.

Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within the vampire's reach that is not an elemental, construct, or undead is killed instantly and the vampire regains hit points as if they had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfilling their daily requirement of food and water.


PillarMenClanAnime.png
[Source]

Before history began, life split in two directions. In one direction, the creatures of the surface world reproduced rapidly due to the abundance of life energy around them from the sun and air. In the other direction, the Pillar Clan grew beneath the earth, their reverse-circulating life energy making the sun deadly to them, but also making their abilities significantly higher than the humans above them, living as gods in the night and ghosts in the day.

Searching for a way to conquer the sun, a pair of Pillar Men fashioned the first stone mask. While it was capable of making even a basic commoner comparable to their kind in might; the first vampires. But the mask itself was only capable of piercing small portions of the Pillar Men's own skulls, leaving much of their abilities locked away. However, what power they did awaken was viewed as monstrous by their kind, and all but two infants were put to the sword.

Even in ancient history, a small number of these stone masks were able to circulate the world, occasionally by their creators own hands as they searched for the Red Stone of Aja that would empower them beyond the sun's light, as were their vile creations. Even a single vampire represents an existential threat to continued human existence due to the tide of zombies that will inevitably follow. Even then, a basic vampire only represents the tip of what a victim of the stone mask could become.


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