Vampire Dwarf (5e Creature)

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Vampire Dwarf[edit]

Medium undead (dwarf, shapechanger), lawful evil


Armor Class 18 (scale mail, shield)
Hit Points 93 (11d8 + 44)
Speed 25 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 14 (+2) 12 (+1) 14 (+2)

Skills Perception +4, Stealth +7
Proficiency Bonus +3
Damage Resistances necrotic, bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Languages the languages it knew in life
Challenge 8 (3,900 XP)


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.
Additionally, when it drops to 0 hit points outside its resting place, the vampire is pulled through the stone directly back to its sarcophagus, provided the vampire isn’t in sunlight or a pool of springwater. It must reach its resting place within 2 hours or it merges with the nearest stone and is destroyed. Once in its resting place it is paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Vampiric Weaknesses. The dwarf vampire has the following flaws:
Blocked by Powdered Metal. The vampire can’t cross a line of powdered metals or personally interact with such a line.
Forbiddance. The vampire can’t enter buildings whose walls or ceiling aren’t partially made of stone.
Harmed by Natural Springs. The vampire takes 20 acid damage if it ends its turn in a pool fed by a natural spring, and treats fresh spring water as if it were holy water.
Spike to the Heart. If a natural stalagmite or stalactite is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. 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.


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.
The dwarven vampire spreads death and suffering, in an attempt to ease the misery it feels over having been doomed to an eternal life that it detests.
Because they realize the torment that transformation into a vampire causes to dwarves, the vampire dwarf is reluctant to create others of its kind. Thus, it does this only when it feels that it need minions to help it carry out its acts of evil.
In many cases, the vampire will kill its minions after they have served it for a few months, freeing them from the suffering that it must endure. Such kindness and compassion seems out of place for these creatures, but many scholars believe that they still retain the last vestiges of their love for other dwarves and cannot bear to spread their suffering to others of their proud race. In most cases, the free-willed dwarven vampires were created by masters who were slain before they could destroy their minions, leaving their creations to suffer in their place.

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