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Falkenrath Noble

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 have relinquished all pretense at nobility, losing themselves completely to their all-consuming thirst.  

Falkenrath Noble

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 have relinquished all pretense at nobility, losing themselves completely to their all-consuming thirst.


Armor Class15
Hit Points 10d8+50
Speed30 ft.Fly 60 ft.
Strength18 (+4)
Dexterity20 (+5)
Constitution18 (+4)
Intelligence12 (+1)
Wisdom17 (+3)
Charisma14 (+2)
Saving ThrowsDexterity d20+8
SkillsDeception d20+5 Perception d20+6
Damage VulnerabilitiesRadiant
Damage ResistancesNecroticBludgeoningPiercing
Slashing from nonmagical attacks not made with weapons crafted from living wood
SensesDarkvision 60 ft.Passive Perception 16
LanguagesAny languages it knew in life
Challenge6 (2,300 XP)
Special 1FlybyThe vampire doesn't provoke an opportunity attack when it flies out of an enemy's reach
Special 2Life LeechWhen the vampire reduces a creature to 0 hit points,it gains a number of temporary hit points equal to the damage dealt,
and gains a cumulative +1 bonus to all damage rolls until the end of its next long rest
Special 3RegenerationThe vampire regains 5 hit points at the start of its turn if it has at least 1 hit pointand isn't in sunlight or running water.
If the vampire takes radiant damage or damage from holy waterthis trait doesn't function at the start of the vampire's next turn
Action 1MutiattackThe vampire makes two 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 3d6+4 piercing damage
plus 3d6 necrotic damage.The target's hit point maximum is reduced by an amount equal to thenecrotic damage taken, and the vampire regains hit pointsequal 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 1d6+4 slashing damage.Instead of dealing damage, the vampire cangrapple the target (escape DC 16).

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