Guildmasters Guide To Ravnica

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W I Tfol A Gt.RGOYlE

VAMPIRES


Creatures of the night, vampires are ageless undead
beings who subsist on the blood of the living. They are
fierce predators who mask their ravenous thirst behind
a facade of sophistication and sensuality. Those who
sip blood from golden chalices are no less voracious
than those who tear out their victims' throats with their
fangs; t hey just hide it better.
The vampires of Ravnica differ from those in the Mon-
ster Manual in important ways. They lack the t raits and
abilities that those other vampires boast, but a lso lack
the weaknesses that hinder such vampires. What t hey
have in common is an unquenchable thirst for the blood
that s ustains their undead existence.


BLOOD DRINKER VAMP I R E
Plenty of blood drinkers haunt Ravn ica's alleys and sew-
e rs, preying on those who a re foolis h enough to leave
the relative safety of the crowds.
Orzhov Vampires. Vampires thrive in the Orzhov
Syndicate, where they can collect tithes and payments
from their debtors in the form of blood. Their undead
nature gives them the same immortality enjoyed by the
oligarch s pirits, but they remain capable of experienc-
ing all the delights of their corporeal forms. In contrast
to Orzhov spirits, they also retain their personalities,
which a re almost uniformly cruel.
Blood Bond. Consuming a creature's blood creates
a sort of empathic bond that allows the blood drinker
vampire to exert some magical influence over its victim.

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
16 (+3)

DEX
18 (+4)

CON
17 (+3)

INT
16 (+3)

Saving Throws Dex +7, Con +6, Wis +4

WIS
13 (+l)

Skills Intimidation +7, Perception +4, Stealth +7

CHA
19 (+4)

Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 8 (3,900 XP)

ACTIONS
Multiattack. The vampire makes three melee attacks, only one
of which can be a bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach S ft., one willing
creature, or a creature that is grappled by the vampire, incapac·
itated, or restrained. Hit: 7 (l d6 + 4) piercing damage plus 7
(2d6) necrotic damage. If the target is humanoid, it must suc-
ceed on a DC 15 Charisma saving throw or be charmed by the
vampire for l minute. While charmed in this way, the target is
infatuated with the vampire.
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 tar·
get finishes a long rest. The target dies if its hit point maximum
is reduced to 0.

Rapier. Melee Weapon Attack: +7 to hit, reach S ft., one ta rget.
Hit: 8 (ld8 + 4) piercing damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach S ft.,
one target. Hit: 7 (l d8 + 3) bludgeoning damage. The vampire
can also grapple the target (escape DC 14) if it is a creature and
the vampire has a hand free.

REACTIONS
Parry. The vampire adds 3 to its AC against one melee attack
that would hit it. To do so, the vampire must see t he attacker
and be wielding a melee weapon.

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