The Underdark  world illustration - Fantasy theme
Fantasy

The Underdark

S
Sigma_Wolf

Includes drow cities, aboleth strongholds, realms of Illithids, bioluminescent fungus and crystals.


Author's Note: (WIP) Original credit and idea for this world goes to Piemcdowell. I think having a world based on the Underdark is a great idea. It's such a mysterious and dangerous alien realm, but also so full of magic and wonder. I'm going to be working on the maps to give them detail and visual reference. The Underdark is a very vertical realm and I wish we had a vertical layered mapping system to represent it, but F&F is lacking that feature so I will be using descriptions to let Franz and players know if they are in a surface, upper, mid, or lower region. The basic 5E stuff fits the Underdark pretty well but I will add in some races and classes that better fit the Underdark's lore and flavor. I intend to add monsters as well because there are so many nasty, vile things lurking in those dark depths.
Played13 times
Cloned0 times
Created
32 days ago
Last Updated
19 days ago
VisibilityPublic
Vampire, Vampire Form
CR 13Medium Undead
Vampire, Vampire Form
HP Range85 - 204 (Avg: 145)
AC16
XP10000
Details
SizeMedium
TypeUndead
CR13
XP10000
Languagesthe languages it knew in life
Defenses
Armor Class16
HP Range85 - 204 (Avg: 145)
Damage VulnerabilitiesNone
Damage Resistances,
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm

The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night

The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Multiattack

The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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