
The continent with the Northern Kingdoms and Nilfgaard Empire. Witchers, are they friend or foe?
Played | 28 times |
Cloned | 10 times |
Created | 85 days ago |
Last Updated | 69 days ago |
Visibility | Public |
Description
Higher vampires are not merely bloodsuckers; they are cunning, intelligent beings that embody the duality of allure and danger. They can live seamlessly among humans, appearing almost indistinguishable, which makes them both fascinating and terrifying. Some have chosen to abstain from feeding on humans entirely, while others surrender to their base desires, seducing their victims under the shroud of night. Their immortality and formidable powers pose a significant threat to anyone who dares challenge them.
Size | Medium |
Type | Undead |
CR | 12 |
XP | 8500 |
Languages | Common, Infernal |
Armor Class | 16 |
HP Range | 150 - 200 (Avg: 175) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Blood Drain
The higher vampire makes a melee attack against a creature. On a hit, the target takes 14 (2d8 + 5) necrotic damage, and the vampire regains hit points equal to the damage dealt.
Charm
The higher vampire can target one humanoid it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be charmed by the vampire for 24 hours.
Invisibility
The higher vampire can use an action to become invisible until it attacks or casts a spell or until its concentration ends, as if concentrating on a spell.
Transformation
The higher vampire can transform into a giant bat or revert to its true form as a bonus action. Its statistics remain the same in either form.