Page 224 - Guildmasters' Guide to Ravnica
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BLOOD DRINKER VAMPIRE
Medium undead, lawful evil
Armor Class 16 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft., Ay 40 ft. (hover)
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 16 (+3) 13 (+l) 19 (+4)
WITfol A Gt.RGOYlE Saving Throws Dex +7, Con +6, Wis +4
Skills Intimidation +7, Perception +4, Stealth +7
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
VAMPIRES Languages the languages it knew in life
Challenge 8 (3,900 XP)
Creatures of the night, vampires are ageless undead
beings who subsist on the blood of the living. They are ACTIONS
fierce predators who mask their ravenous thirst behind
a facade of sophistication and sensuality. Those who Multiattack. The vampire makes three melee attacks, only one
sip blood from golden chalices are no less voracious of which can be a bite attack.
than those who tear out their victims' throats with their Bite. Melee Weapon Attack: +7 to hit, reach S ft., one willing
fangs; they just hide it better. creature, or a creature that is grappled by the vampire, incapac·
The vampires of Ravnica differ from those in the Mon- itated, or restrained. Hit: 7 (ld6 + 4) piercing damage plus 7
ster Manual in important ways. They lack the traits and (2d6) necrotic damage. If the target is humanoid, it must suc-
abilities that those other vampires boast, but also lack ceed on a DC 15 Charisma saving throw or be charmed by the
the weaknesses that hinder such vampires. What they vampire for l minute. While charmed in this way, the target is
have in common is an unquenchable thirst for the blood infatuated with the vampire.
that sustains their undead existence. The target's hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the vampire regains hit
BLOOD DRINKER VAMPI RE points equal to that amount. The reduction lasts until the tar·
get finishes a long rest. The target dies if its hit point maximum
Plenty of blood drinkers haunt Ravnica's alleys and sew- is reduced to 0.
ers, preying on those who are foolish enough to leave
the relative safety of the crowds. Rapier. Melee Weapon Attack: +7 to hit, reach S ft., one target.
Orzhov Vampires. Vampires thrive in the Orzhov Hit: 8 (ld8 + 4) piercing damage.
Syndicate, where they can collect tithes and payments Unarmed Strike. Melee Weapon Attack: +6 to hit, reach S ft.,
from their debtors in the form of blood. Their undead one target. Hit: 7 (ld8 + 3) bludgeoning damage. The vampire
nature gives them the same immortality enjoyed by the can also grapple the target (escape DC 14) if it is a creature and
oligarch spirits, but they remain capable of experienc- the vampire has a hand free.
ing all the delights of their corporeal forms. In contrast
to Orzhov spirits, they also retain their personalities, REACTION S
which are almost uniformly cruel. Parry. The vampire adds 3 to its AC against one melee attack
Blood Bond. Consuming a creature's blood creates that would hit it. To do so, the vampire must see the attacker
a sort of empathic bond that allows the blood drinker and be wielding a melee weapon.
vampire to exert some magical influence over its victim.
( H \f>fl Rb I Rn:-;o;; \~l) I Ol·S 22·~

