
Vampire
A modern gothic city where vampires—Kindred—rule the night from the shadows. The Camarilla clings to control in Manhattan while Anarchs rise in Brooklyn. Power is traded through blood, favors, and fear. The Masquerade must be maintained at all costs. Every Kindred walks a knife’s edge between politics, personal horror, and the Beast within.
Author's Note: This is a political, street-level game focused on secrecy, seduction, and survival. Think noir meets horror. Keep the Masquerade. Feed discreetly. Trust no one.
Played | 3 times |
Cloned | 0 times |
Created | 15 days ago |
Last Updated | 14 days ago |
Visibility | Public |

HP Range60 - 168 (Avg: 114)
AC14
XP2300
Details
Size | Large |
Type | Monstrosity |
CR | 6 |
XP | 2300 |
Languages | understands Draconic but can't speak |
Defenses
Armor Class | 14 |
HP Range | 60 - 168 (Avg: 114) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath
The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Horns
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Multiattack
The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.