Vampire Dwarf (5e Creature)
Vampire Dwarf[edit]
Medium undead (dwarf, shapechanger), lawful evil Armor Class 18 (scale mail, shield)
Skills Perception +4, Stealth +7 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 in springwater. 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. Stonecunning. Whenever the vampire makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus. Stonewalk. The dwarf vampire can move through solid stone as if it were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a wall or object made of worked stone. Vampiric Weaknesses. The dwarf vampire has the following flaws: ACTIONSMultiattack. The vampire dwarf makes two attacks, only one of which can be a bite attack. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack. Bite. Melee Weapon Attack: +7 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. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14). Terror Gaze. The vampire targets one humanoid it can see within 20 feet of it. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be frightened by the vampire. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the vampire is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the vampire’s Terror Gaze for the next 24 hours. Children of the Earth (1/Day). The vampire dwarf magically calls 2d4 swarms of bats or rats, provided that it is underground. While outdoors, the vampire can call 3d6 giant badgers 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.
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To the dwarves, vampires are known as the drinkers of the earthblood, uppyr, or zangunaz. Dwarven vampires loathe sunlight more than typical vampires, being creatures of absolute darkness. Forsaken Children of Moradin. Dwarves are a long lived race with an intense hatred of the undead and their evil work. They regard death as the just rewards of a warrior and the undead would cheat a hero of his glorious end. For this reason, a dwarven vampire is perhaps the most awful of things, for its natural hatred and angst of what it has become leads it to do great acts of evil. Dwarven vampires, like all vampires, look much as they did in life. They are short and stocky, with long, white or silver beards, and heavy, rounded features. In most cases, they retain the trappings of the profession they held in life; a dwarven vampire who was a warrior would often be found wearing armor with a heavy battle axe at hand. Lonely Vampires. Dwarven vampires seek out the deepest and darkest of subterranean lairs. They shun all contact with their kin, perhaps out of disgust or embarrassment over what has become of them. The only time they will seek out other dwarves is when they wish to create a vampire companion or are in need of minions for some evil deed. Dwarven vampires are the most introverted of all the racial vampire types. They tend to keep to themselves and do not seek to amass power as do human vampires. This does not, however, mean that they will become utterly isolated, however, for they are drawn to feed on the essences of the living. |
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