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Crossway Vampire

The vampires of the Stromkirk family, the traditional rulers of the province of Nephalia, often appear less physically intimidating than others of their kind. Slim and perfumed, preferring tight clothing and flowing cloaks over thick leather armor, novice cathars often mistake these vampires for easy pickings. But such mistakes couldn't be further from the truth, and cathars with the benefit of more experience are torn between the Markov and the Sromkirk when pressed on which vampiric bloodline is most dangerous.   Strength Over Feebled Minds The power of the Stromkirk family comes not from their physical prowess, through the still excel beyond ordinary human limits. Rather, the terror of the Stromkirk comes from their natural charisma, and the powerful magical glamour's which allows them to walk freely anywhere they choose. Each Stromkirk vampire, no matter how novice, is gifted with three things upon their turning: incredible wit and charm, rapturous beauty, and innate magic for enhancing both even further. Even cathars blessed by the Church wards might still fall for the charm of a Stromkirk without realizing it.   Taking blood the Easy Way Both the Flakenrath and the Voldaren, and even the Markov family to an extent, hunt for blood like sharks, stalking their prey and setting into them with fang and claw. But the Stromkirk prefer methods with more discretion, and less mess to clean from their elegantly-trimmed outfits. As such, most novice Stromkirk vampires become what are know as crossway vampires- bloodsuckers which sit at crossroads along the coastal walkways and the Erdwal, looking disheveled and helpless, but all the more beautiful for it because of their magical charms. When concerned travelers stop to help them, in spite of all their instincts that tell them not to, they often find themselves stumbling from remote taverns and manor homes hours later, sometimes with no memory of what has occurred, and only a pair of bite marks on their neck to mark the occasion.  

Crossway Vampire

The vampires of the Stromkirk family, the traditional rulers of the province of Nephalia, often appear less physically intimidating than others of their kind. Slim and perfumed, preferring tight clothing and flowing cloaks over thick leather armor, novice cathars often mistake these vampires for easy pickings. But such mistakes couldn't be further from the truth, and cathars with the benefit of more experience are torn between the Markov and the Sromkirk when pressed on which vampiric bloodline is most dangerous.


Armor Class13
Hit Points 8d8+24
Speed30 ft.
Strength14 (+2)
Dexterity16 (+3)
Constitution16 (+3)
Intelligence13 (+1)
Wisdom14 (+2)
Charisma20 (+5)
SavesDexterity d20+5 Charisma d20+7
SkillsDeception d20+9 Perception d20+4 Stealth d20+5
Damage VulnerabilitiesRadiant
Damage ResistancesNecroticBludgeoningPiercing
Slashing from nonmagical attacks not made with weapons crafted from living wood
SensesDarkvision 60 ft.Passive Perception 14
LanguagesAny languages it knew in life
Challenge3 (700 XP)
Special 1Innate SpellcastingThe vampire's innate spellcasting ability is Charisma (spell save DC 15).It can innately cast the following spells,
requiring no material components
Spells3/dayCalm emotionsCharm person
Disguise self
Special 2RegenerationThe vampire regains 5 hit points at the start of its turnif it has at least 1 hit point and isn't in sunlight or running water.
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
Special 3Spider ClimbThe vampire can climb difficult surfaces,including upside down on ceilings,
without needing to make an ability check
Special 4Surprise ExecutionWhen the vampire attacks a creature that hasn't taken a turn in combat yet,its attacks automatically deal double damage
Action 1MultiattackThe vampire makes three attacks only one of which can be a bite attack
Action 2BiteMelee Weapon Attack d20+5 to hit
Reach 5 ft., one will creature,or a creature that is grappled by the vampire, incapacitated, or restrainedHit 1d6+3 piercing damageplus 1d6 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

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