TechnoVampire

Once upon a time, a certain tourist lost consciousness during one of his lone trips. He wakes in a ruined house, a couple of years later, unshaven and filthy. He doesn’t know who he is, nor how he got here. He discovers with horror that his internal organs (almost his whole systema digestorium) were replaced by some bizarre, aberrant, and obscure technology, and now he has lost the ability to taste and consume food other than human or animal blood.  He doesn’t know it, but this technology derives from the mi-go’s brain cylinders. His body was also forced to receive implants in the form of claw-shaped blades which were placed inside the bones of the fingers (which is why their extension always causes pain) and retractable needle-fangs, with which he became terribly effective at stealing blood from his victims, leaving strange, surgical-like punctures.

An armed passerby made him also realize that injuries no longer make much of an impression on him, and wounds, even serious ones, heal fast. Too fast. The organ extraction also left a mark on the unfortunate man’s appearance—he is terribly pale and coon-eyed, because he is scorched by sunlight for some reason, so he must always act only at night.

And he must act because he craves the blood of his game, whatever shape and size it is. He usually drinks it completely, because once he tastes that crimson nectar, he rarely manages to control his hunger.

Even though he is half-insane, he knows that what he’s doing is wrong, but he is not yet ready to stop and, thus, die. Not until he finds out who he is and, more importantly, who did all this to him and why. And the crumpled piece of paper he found with him leads to a place “on the other side of the forest”—that is, Transylvania and a certain castle….

TechnoVampire

Medium undead, chaotic evil

Armor Class 15 (natural armor)

Hit Points 82 (11D8 + 33)

Speed 30 ft.

STR         DEX        CON       INT         WIS        CHA
16 (+3)  16 (+3)  16 (+3)  11 (+0)  10 (+0)  12 (+1)

Saving Throws Dex +6, Wis +3

Skills Perception +3, Stealth +6

Damage Resistances bludgeoning, piercing, and slashing

Senses darkvision 60 ft, passive Perception 13

Languages the languages it knew in life

Challenge 5 (1,800 XP)

Regeneration. The technovampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight.

Sunlight Sensitivity. The technovampire takes 3 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on all attack rolls and ability checks.

Actions

Multiattack. Makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple its target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one creature that is grappled by the vampire, incapacitated, or restrained. Hit: 10 (2d6 + 3) piercing damage. The target’s hit point maximum is reduced by an amount equal to the piercing 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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