BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Falkenrath Marauder

The Falkenrath bloodline, concentrated more in Stensia than the Markov line, had a famous falconer (now dead) as its progenitor and remains associated with far-reaching activity and predation. Falkenrath vampires are the boldest in walking among humans, taking pleasure in choosing their victims from deep within human communities that consider themselves safe. Falkenrath elders are more likely to master powers of flight than those of other lines.   Among vampires, there has long been the belief that the urge to feed must be balanced by the poise of nobility. The Falkenrath has relinquished all pretense at nobility, losing themselves completely to their all-consuming thirst.  

Falkenrath Marauder

The Falkenrath bloodline, concentrated more in Stensia than the Markov line, had a famous falconer (now dead) as its progenitor and remains associated with far-reaching activity and predation. Falkenrath vampires are the boldest in walking among humans, taking pleasure in choosing their victims from deep within human communities that consider themselves safe. Falkenrath elders are more likely to master powers of flight than those of other lines.
 
Among vampires, there has long been the belief that the urge to feed must be balanced by the poise of nobility. The Falkenrath has relinquished all pretense at nobility, losing themselves completely to their all-consuming thirst.


Armor Class18 (plate armor)
Hit Points 14d8+56
Speed30 ft.Fly 45 ft.
Strength18 (+4)
Dexterity16 (+3)
Constitution18 (+4)
Intelligence11 (+0)
Wisdom19 (+4)
Charisma13 (+1)
Saving ThrowsStrength d20+8 Dexterity d20+7
SkillsPerception d20+8 Survival d20+8
Damage VulnerabilitiesRadiant
Damage ResistancesNecroticBludgeoningPiercing
Slashing from nonmagical attacks not made with weapons crafted from living wood
SensesDarkvision 60 ft.Passive Perception 18
LanguagesAny languages it knew in life
Challenge10 (5,900 XP)
Special 1Clawed GauntletWhenever a creature attempts to escape the vampire's grapple and fails,it automatically takes 2d4 slashing damage
Special 2HasteThe vampire has an advantage on initiative rolls and doesn't provokean opportunity attack when it leaves an enemy's reach
Special 3RegenerationThe vampire regains 10 hit points at the start of its turn if it has atleast 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
Action 1MultiattackThe vampire makes three attacks,only one of which can be a bite attack
Action 2BiteMelee Weapon Attack d20+8 to hit
Reach 5ft., one willing creature,or a creature that is grappled by the vampire,incapacitated, or restrained.Hit 2d6+4 piercing damage
plus 2d6 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
Action 3ClawMelee Weapon Attack d20+8 to hit
Reach 5 ft., one creatureHit 2d4+4 slashing damage.Instead of dealing damage,the vampire can grapple the target (escape DC 16)
Action 4LongswordMelee Weapon Attack d20+8 to hit
Reach 5 ft., one creatureHit 2d8+4 slashing damage,and the vampire gains a numberof temporary hit points equal to the damage dealt

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!