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Sybille Stentor

Sybille Stentor, a Breton mage, is the court wizard for High Queen Elisif the Fair, located in the Blue Palace of Solitude. She sells novice and apprentice spell tomes from all schools, along with adept Illusion spell tomes if your skill is high enough, as well as robes, soul gems, and a few scrolls. Sybille is also the expert trainer for Destruction.   Her vampirism is subtly hinted at in-game, though no one in the Blue Palace seems to be fully aware of it. Although she has been serving the jarls for many years, she still appears extremely youthful. Further evidence can be seen if you cast Detect Life, which has no effect on her. She does respond to Detect Dead, however. She also uses Vampiric Drain if she is ever in a fight.   Sybille lives a fairly simple life as the court wizard of Solitude. She can be found attending Jarl Elisif's court.    Should you approach Sybille, she will have little interest in conversation and will be very direct with you:
"Be quick. I have little patience for mundane concerns."
"I have so very many ways to deal with people. Very few of them pleasant."
"You're trying my patience."
"Surely you have something better to do..."   When exiting conversations, she will often provide you with very ominous advice:
"Take care of yourself, and always remember: the world is ripe with people looking to spill your blood..."
"Stay guarded. You never know what could be out there."
She wears blue mage robes and a pair of boots. She carries a belted tunic, an iron dagger, and a selection of upper-class items and gold.
Children

Vampire CR: 3

Medium undead, neutral evil
Armor Class: 15 (Vampire Armour)
Hit Points: 52 (7d8+21) 7d8+21
Speed: 30 ft

STR

10 +0

DEX

17 +3

CON

16 +3

INT

10 +0

WIS

14 +2

CHA

16 +3

Saving Throws: Constitution +4, Charisma +6
Skills: Deception +6, Intimidation +6, Perception +5, Stealth +6
Damage Vulnerabilities: Radiance
Damage Resistances: Necrotic
Condition Immunities: Disease
Senses: darkvision 60 ft, passive Perception 15
Languages: All Languages It Spoke In Life
Challenge Rating: 3
Proficiency Bonus: +3

The Vampire is a 5th-level spellcaster, Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The vampire has the following Sorcerer spells prepared:

Cantrips

Sapping Sting, Infestation, Chill Touch, Frostbite, Blade Ward, True Strike, Minor Illusion  

1st-level Spells (5 Spell Slots)

Ray of Sickness, Sleep  

2nd-level Spells (3 Spell Slots)

Darkness, Hold Person  

3rd-level Spells (2 Spell Slots)

Vampiric Touch, Animate Dead


Vampiric Drain. When the vampire uses Vampiric Touch the spell a range of 15ft. Hits with this attack have a chance to cause sanguinare vampiris (DC 14 Constitution saving throw).   Sapping Sting. Successful attacks with this cantrip will also drain health equal to the necrotic damage, count as feeding and have a chance to cause sanguinare vampiris (DC 14 Constitution saving throw).

Actions

Offhand Attack. The vampires claws count as having light and finesse properties, it can make an off hand (+1) second attack when it attacks with its action.   Steel Shortsword. Melee Weapon Attack. +6 to hit, reach 5 ft, one target. Hit:(1d6+4) piercing damage.   Claws. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: (1d4+4) slashing damage.

Bonus Actions

Vampires Bite. As a bonus action, any living creature within 5 feet that is grappled by the vampire, incapacitated, or restrained, takes (1d4) piercing damage plus (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. Targets hit with this attack must also succeed on a Constitution saving throw (DC 14) or contract Sanguinare Vampiris.

Harvesting: Vampire Dust

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