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.


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