Sengir Vampire
Among the most terrifying and tragic of all undead are the vampires, capable of full thought and a range of emotions, and cursed to live forever with an unquenchable thirst for the blood of the living. For some, the blight of vampirism was a mistake of their own choosing, taken on in the search for a greater cause. For others it is truly a blight, forced onto them by others of greater power, to turn them into unwilling servants of darker powers. And just as the cause of vampirism is varied, so are the sources from which it may arise.
Born of the Baron Many thousands of vampires have found the source of their power, and their burden, in the wellspring of vampiric power known as Baron Sengir. This powerful overlord was gifted with his own vampirism millenia ago, and has since terrorized thousands of families. For those who draw the attention of the Baron, either good or bad, there are only two choices- either allow the Baron to convert you as well into a vampire, or die at his hands to be raised as a loyal undead servant. Oftentimes those who encounter the Baron are not given a choice, and their fate is entirely at the whim of the Baron.
The Sengir Curse The vampiric warriors and servants created by the Baron differ from most encountered in other areas. A Sengir vampire is often much weaker than other vampires, with less strength flowing through their undead veins, and less ability to draw upon dark magic in their battles. They can not change form at will as other vampires can, and the only connection a Sengir vampire has with the forces of darkness is an unlikely alliance with rats, which seem to hold a special connection to all Sengir vampires. However, a Sengir vampire trades this greater strength for other benefits- they are able to freely cross running water without risk of harm, and wooden stakes hold no power over them. While a Sengir vampire draws less power from the lifeblood of the living, they require far less of it to survive, needing to feed infrequently, and only requiring small amounts of it to continue in their undead state.
Hidden and Forbidden Origins The source of all Sengir vampires is well known to be the Baron Sengir, but the Baron’s own past is shrouded in mystery. Those who dare to investigate the Baron’s past often find their lifespans unexpectedly shortened, either at the hands of the Baron’s obedient servants, or by the fangs of the Baron himself. But the rare few who know even a fraction of the Baron’s history and still yet survive may be convinced to speak, in hushed whispers, that the Baron’s vampirism was granted from his own family. That the tale relates to the special connection all Sengir vampires feel to rats, and that the Baron’s own mad grandmother plays a role in the story.
Sengir Vampire
Among the most terrifying and tragic of all undead are the vampires, capable of full thought and a range of emotions, and cursed to live forever with an unquenchable thirst for the blood of the living. For some, the blight of vampirism was a mistake of their own choosing, taken on in the search for a greater cause. For others it is truly a blight, forced onto them by others of greater power, to turn them into unwilling servants of darker powers. And just as the cause of vampirism is varied, so are the sources from which it may arise.
Armor Class | 14 | ||
---|---|---|---|
Hit Points | 13d8+26 | ||
Speed | 30 ft. | Fly 30 ft. | |
Strength | 18 (+4) | ||
Dexterity | 18 (+4) | ||
Constitution | 15 (+2) | ||
Intelligence | 11 (+0) | ||
Wisdom | 16 (+3) | ||
Charisma | 12 (+1) | ||
Saving Throws | Wisdom d20+6 | ||
Skills | Persuasion d20+6 | Stealth d20+7 | |
Damage Vulnerabilities | Fire | ||
Damage Resistances | Necrotic | Bludgeoning | Piercing |
Slashing from nonmagical weapons | |||
Condition Immunities | Charmed | ||
Senses | Darkvision 120 ft. | Passive Perception 13 | |
Languages | The languages it knew in life | ||
Challenge | 8 (3900 XP) | ||
Special 1 | Blessing the Baron | When the vampire reduces a creature to 0 hit points with its bite attack, | the next attack it makes before the end of its next turn |
deals twice as much damage if it hits. | In addition, it gains an advantage on all ability checks it makes for the next minute | ||
Special 2 | Superior Darkvision | Magical darkness doesn't impede the vampire's darkvision | |
Special 3 | Vampire Weakness | The vampire has the following flaws | |
Flaw 1 | Forbiddance | The vampire can't enter a residence without an invitation from one of the occupants | |
Flaw 2 | Sunlight Hypersensitivity | The vampire takes 20 radiant damage when it starts its turn in sunlight. | While in sunlight, it has disadvantages on attack rolls and ability checks |
Action 1 | Multiattack | The vampire makes two attacks, only one of which can be a bite attack | |
Action 2 | Bite | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d8+4 piercing damage, | plus 4d6 necrotic damage. | The vampire gains temporary hit points equal to the necrotic damage dealt |
Action 3 | Claw | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d6+4 slashing damage. | Instead of dealing damage, | the vampire can grapple the target |
Action 4 | Children of the Night (1/Day) | The vampire magically calls 1d4 swarms of rats, | provided that the sun isn't up. |
The called creatures arrive in 1d4 rounds, | acting as allies of the vampire and obeying its spoken commands. | The rats remain for 1 hour until the vampire dies, | or until the vampire dismisses them as a bonus action |
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