Psychic Vampires
Vampires are known for charming personalities and a thirst for blood. They rise at night, feeding and raising spawn of their own. However, not all vampires consume blood, and to assume such can be dangerous.
A psychic vampire forms when an undead creature is infused with a vampiric thirst for mental energy or emotional energy. This often comes from the Shadowfell's lust for emotional bleakness, and so these creatures feast without remorse. True psychic vampires feast entirely on mental energy, draining various mental attributes from their targets. Emotional vampires, however, target specific temperaments, split into Sanguine, Choleric, Melancholic, and Phlegmatic. Emotional vampires find themselves infused very slightly with some elemental energies, granting them a resistance to their respective damage, but also a weakness to their opposing element and emotion. Though most undead are evil, emotional vampires can often be benign, siphoning away harmful excesses of emotional. Allowing them to indulge, however, can cause great harm.
All emotional and psychic vampires share the weakness to sunlight most vampires carry, and they are weak to being staked in the head, piercing the center of emotions and mental energy they need to survive. Additionally, unlike other vampires, they cannot turn into other forms, instead teleporting to their resting sites when reduced to a dying state.
Sanguine Vampires
These vampires are hedonistic, taking pleasure in everything while everyone around them is left as a depressed husk of themselves, drained of enthusiasm and energy. Sanguine vampires are often confused for regular vampires, as the emotional energy they drain physically manifests as a blood-like substance. However, this is the easiest way to offend a sanguine vampire, as they take great offense to being compared to standard vampires. Their charm siphoned by their vampirism allows them to hide their undead nature easily, and they love to indulge in their various guilty pleasures. Sanguine vampires are weak to beings who are naturally depressed, those few with natural depression or having it from a source that is not from the sanguine vampire. Their overindulgence can also render them in a stupor for a time, preventing them from acting.
Sanguine vampires appearances, however, are unlike most vampires. Their skin often appears red-tinged in color, as if drunken or happy. They also have the most likelihood to keep their living body shape and appearance over other vampires. Their attacks always more easily find their target, almost supernaturally.
Choleric Vampires
Choleric vampires have plenty of positive traits, from their pure determination and independent natures. However, they are often short-tempered, vengeful and violent. Choleric vampires are terrible warlords, constantly seeking violent revenge over even petty insults. A choleric vampire drains ambition, independence, violent tendencies as well as vengeful thoughts from those it encounters, leaving it a bitter creature and those it encounters either dead or husks of themselves, unambitious and pacifistic. Choleric vampires cannot stand those who are reserved and thoughtful in their actions, and flees almost the moment it sees someone with those traits. They also instantly rebuke any violence, targeting those who strike at it the hardest at the expense of more optimal targeting.
A choleric vampire appears similar to a human with a kidney disease, with yellowed skin and a more gaunt appearance. Its unnatural strength rings through in its attacks, which cause supernatural damage to their targets.
Melancholic Vampires
Many mortals seek out melancholic vampires, who are so burdened by the temperament they drain it is nearly impossible to even physically move it. These emotional vampires drain melancholy, leaving those around them more energetic and happy. Yet it constantly sheds the emotion it drains in a depressing aura, and those who are cured of their depression by melancholic vampires find themselves more sickly. Melancholic vampires find it hard to move, but their strikes burden others that similar difficulty to move. It is disturbed by natural joy, and is always slow to act, even hesitating to move into optimal positions in some cases.
A melancholic vampire's veins appear unnaturally blackened, visible regardless of original skin color. Their withdrawn personality and hesitation to move leaves them trailing dust when they do move.
Phlegmatic Vampires
Phlegmatic vampires are the most considerate of the vampires, and often sought by those most burdened by inhibitions and restrictions. They drain the emotions of reservation and thoughtfulness, leaving the vampire themselves as very calculating and analytical beings. Those its strikes affect become more careless to the point of ceaseless recklessness. However, a phlegmatic vampire is weak to those who are naturally careless beings, and can be plagued by paralyzing indecision when more than one route it deems optimal opens up to it.
Phlegmatic vampires appear similar as they did in life, but their hair turns white and they take a paler tone overall.
Sanguine Vampire
Medium undead, chaotic neutral
- Armor Class 19 (natural armor)
- Hit Points (17d8+34)
- Speed 40 ft
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 20 (+5)
- Saving Throws DEX +9, WIS +8, CHA +15
- Skills Perception +8, Insight +8, Deception +15, Persuasion +15
- Damage Resistances Necrotic, Psychic, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Senses Darkvision 120 ft., passive Perception 18
- Languages the languages it knew in life
- Challenge 13 (10,000 XP) (Proficiency Bonus +5)
Charming Disguise. Magic that would detect undead do not register the sanguine vampire as an undead creature. The sanguine vampire can disable or enable this feature as a bonus action.
Sanguine Deflection. A sanguine vampire's AC and attack bonuses includes its Charisma bonus (included).
Legendary Resistance (3/day). When the sanguine vampire fails a saving throw, it can instead choose to succeed.
Vanishing Escape. When the sanguine vampire is reduced to 0 hit points, it instantly teleports back to its resting site. If it is prevented from doing so, it is instantly destroyed. A sanguine vampire is paralyzed at 0 hit points in its resting site until it regains 1 hit point. A sanguine vampire regenerates 1 hit point after one hour or when a creature charmed by it comes within 5 ft. of the resting site.
Regeneration. The sanguine vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the sanguine vampire takes radiant damage, acid damage or damage from holy water, this trait doesn’t function at the start of the sanguine vampire’s next turn.
Psychic Vampire Weaknesses. The sanguine vampire has the following weaknesses:
Disturbed by Melancholy. When the sanguine vampire encounters a creature with a melancholic outlook on life, it is frightened of that creature. While frightened in this way, it must spend its movement moving as far away from the creature as possible. If it cannot leave sight of the creature, it instead moves to attack it with advantage.
Overindulgence. When the sanguine vampire charms more than one creature in a round, it is incapacitated until the start of its next turn.
Stake to the Mind. If a piercing weapon made of wood is driven into the sanguine vampire's brain while it is incapacitated in its resting place, it is paralyzed until the weapon is removed.
Sunlight Hypersensitivity. The vampire takes 20 damage when starting its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability
Actions
Multiattack. The sanguine vampire makes two claw attacks.
Claw. Melee weapon attack: +14 to hit, 5 ft., one target. Hit (1d4+4) slashing damage, and (2d6+5) psychic damage. A creature struck by this attack must make a DC 18 Wisdom saving throw or be charmed by the sanguine vampire until the end of their next turn.
Emotion Drain (recharge 6). The sanguine vampire psychically reaches out to a creature within 30 ft. That creature must make a DC 18 Charisma saving throw. On a failure, they take (5d6) psychic damage, and their Charisma score is reduced by 1d4. This cannot reduce a creature's Charisma score below 1. This reduction can only be removed by a remove curse spell or a higher level spell with a similar effect, such as greater restoration.
Legendary Actions
The sanguine vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Claw. The sanguine vampire makes a claw attack against a creature within reach.
Teleport. The sanguine vampire teleports up to its movement speed.
Charming Support (2 Actions). The sanguine vampire redirects an attack that would hit it to a creature within that attack's range. If the attack does not hit the new target's AC, it misses both targets.
Choleric Vampire
Medium undead, neutral evil
- Armor Class 19 (natural armor)
- Hit Points (17d8+34)
- Speed 40 ft
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 14 (+2) 14 (+2) 12 (+1) 20 (+5)
- Saving Throws STR +10, DEX +9, CHA +15
- Skills Perception +8, Insight +8, Persuasion +15, Intimidation +15
- Damage Resistances Necrotic, Psychic, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Senses Darkvision 120 ft., passive Perception 18
- Languages the languages it knew in life
- Challenge 13 (10,000 XP) (Proficiency Bonus +5)
Choleric Determination. A choleric vampire's AC and damage bonuses include its Charisma bonus (included).
Determined Survival. When a choleric vampire would be reduced to 0 hit points by any source of damage, it must make a Charisma saving throw equal to 10+the amount of damage reducing it to 0 hit points. On a success, it remains at one hit point.
Legendary Resistance (3/day). When the choleric vampire fails a saving throw, it can instead choose to succeed.
Vanishing Retreat. When reduced to 0 hit points, the choleric vampire teleports to its resting site instantly. If prevented from doing so, it is instantly destroyed. While inside its resting place, it is incapacitated at 0 hit points until 8 hours pass, where it regains 1 hit point.
Regeneration. At the start of its turn, a choleric vampire regains 20 hit points if it has at least 1 hit point remaining. If the choleric vampire takes radiant damage, cold damage or damage from holy water, this feature ceases to function until the end of the choleric vampire's next turn.
Psychic Vampire Weaknesses. The choleric vampire has the following weaknesses.
Disturbed by Phlegmatism. When the choleric vampire encounters a creature that is naturally phlegmatic, it is considered frightened of that creature and must flee. If it cannot move to a spot where it cannot see the creature, it instead moves to attack that creature with advantage.
Overly Vengeful. When the choleric vampire is damaged by a creature using a source of damage it does not resist, it focuses entirely on that creature, rendering it unable to perform opportunity attacks except against its chosen target. Anyone dealing radiant damage is prioritized further.
Stake to the Mind. When a piercing weapon made of wood is driven into the choleric vampire's brain while it is incapacitated in its resting place, it is paralyzed until the weapon is removed.
Sunlight Hypersensitivity. The vampire takes 20 damage when starting its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability.*
Actions
Multiattack. The choleric vampire makes two claw attacks.
Claw. Melee weapon attack. +10 to hit, 5 ft, one target. Hit: (1d4+10) slashing damage and (2d6+10) psychic damage. A creature struck by this attack must make a DC 18 Wisdom saving throw or be frightened of the choleric vampire until the end of their next turn.
Emotion Drain (recharge 6). The choleric vampire psychically reaches out and feeds on a creature within 30 ft. That creature must make a DC 18 Charisma saving throw. On a failure, they take (5d6+5) psychic damage and their Intelligence score is reduced by 1d4. This cannot reduce a creatures Intelligence below 1. This reduction can only be removed by a remove curse or higher level magic.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Claw. The choleric vampire makes one claw attack against a creature within reach.
Move. The choleric vampire moves up to its speed.
Terrifying Strike (Costs 2 Actions). The choleric vampire assaults the mind of a frightened creature within 60 ft with terrifying phantasms. The creature takes (1d6) psychic damage and makes one weapon attack against a creature within range that the vampire can see.
Melancholic Vampire
Medium undead, neutral
- Armor Class 19 (natural armor)
- Hit Points 144 (17d8 + 68)
- Speed 20 ft
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 14 (+2) 16 (+3) 20 (+5)
- Saving Throws CON +9, WIS +8, CHA +15
- Skills Perception +8, Insight +8, Persuasion +15
- Damage Resistances Necrotic, Psychic, Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Senses Darkvision 120 ft., passive Perception 18
- Languages the languages it knew in life
- Challenge 13 (10,000 XP) (Proficiency Bonus +5)
Melancholic Defense. A melancholic vampire's AC includes its Charisma bonus (included). Additionally, it adds its Charisma bonus to all saves it is not proficient in.
Depressed Inaction. The melancholic vampire is immune to being moved against its will.
Legendary Resistance (3/day). When the melancholic vampire fails a saving throw, it can instead choose to succeed.
Vanishing Retreat. When reduced to 0 hit points, the melancholic vampire teleports to its resting site instantly. If prevented from doing so, it is instantly destroyed. While inside its resting place, it is incapacitated at 0 hit points until 1 hour passes, where it regains 1 hit point.
Regeneration. At the start of its turn, a melancholic vampire regains 20 hit points if it has at least 1 hit point remaining. If the melancholic vampire takes radiant damage, lightning damage or damage from holy water, this feature ceases to function until the end of the melancholic vampire's next turn.
Depressed Aura. When a creature that is hostile to the melancholic vampire starts its turn within 30 ft. of the vampire, it must make a DC 18 Charisma saving throw. On a failure, it can only take a move action or a standard action, not both. It can still make bonus actions as normal.
Psychic Vampire Weaknesses. The sanguine vampire has the following weaknesses:
Disturbed by Happiness. When the melancholic vampire encounters a creature with a positive outlook on life, it is frightened of that creature. While frightened in this way, it must spend its movement moving as far away from the creature as possible. If it cannot leave sight of the creature, it instead moves to attack it with advantage.
Absolute Depression. The melancholic vampire does not roll initiative, instead always going last in the order. Additionally, when it moves on its turn, it has disadvantage on attack rolls.
Stake to the Mind. If a piercing weapon made of wood is driven into the melancholic vampire's brain while it is incapacitated in its resting place, it is paralyzed until the weapon is removed.
Sunlight Hypersensitivity. The vampire takes 20 damage when starting its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability
Actions
Multiattack. The melancholic vampire makes two attacks with its claws.
Claw. Melee weapon attack. +9 to hit, 5 ft, one target. Hit: (2d4+4) slashing damage and (2d6) psychic damage. On a hit, the target must make a DC 18 Wisdom saving throw or it cannot move more than ten feet until the end of its next turn.
Emotion Drain (recharge 6). The melancholic psychically reaches out and feeds on a creature within 30 ft of it. The target must make a DC 18 Charisma saving throw. On a failure, that creature takes (5d6) psychic damage, and its Constitution score is reduced by 1d4. This cannot reduce its Constitution score below 1. This reduction can only be removed by a remove curse spell or higher level magic.
Legendary Actions.
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Claw. The vampire makes one claw attack against a creature within reach.
Teleport. The melancholic vampire teleports to a spot it can see within 60 ft.
Melancholic Shut-Down (Costs 2 Actions ). As a reaction when a creature would hit the vampire while affected by its Depressed Aura or Claws, the vampire can force the creature to make a DC 18 Charisma saving throw. On a failure, the creature instead wastes its action doing nothing in a fit of despair.
Phlegmatic Vampire
Medium undead, lawful neutral
- Armor Class 19 (natural armor)
- Hit Points (17d8 + 51)
- Speed 25 ft
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 14 (+2) 20 (+5) 20 (+5)
- Saving Throws DEX +9, INT +8, CHA +15
- Skills Perception +13, Insight +13, Persuasion +15, Stealth +15
- Damage Resistances Necrotic, Psychic, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Senses Darkvision 120 ft., passive Perception 18
- Languages the languages it knew in life
- Challenge 13 (10,000 XP) (Proficiency Bonus +5)
Reserved Barrier. The phlegmatic vampire adds its Charisma modifier to its AC and to non-Charisma ability checks (included).
Legendary Resistance (3/day). When the phlegmatic vampire fails a saving throw, it can instead choose to succeed.
Regeneration. At the start of its turn, the phlegmatic vampire regains 20 hit points if it has at least 1 hit point remaining. If the phlegmatic vampire has taken radiant damage, fire damage or damage from holy water, this feature ceases to function until the end of the phlegmatic vampires next turn.
Vanishing Retreat. When reduced to 0 hit points, the phlegmatic vampire teleports to its resting site instantly. If prevented from doing so, it is instantly destroyed. While inside its resting place, it is incapacitated at 0 hit points until 1 hour passes, where it regains 1 hit point.
Reserved Movement. Opportunity attacks against a phlegmatic vampire have disadvantage, and the phlegmatic vampire has advantage on opportunity attacks.
Emotional Vampire Weaknesses. The phlegmatic vampire has the following weaknesses.
Disturbed by Impulsiveness. When encountering a naturally impulsive creature, the phlegmatic vampire is frightened until it moves out of sight of the creature. If it cannot move out of sight of the creature, it instead moves to attack that creature with advantage.
Choice Paralysis. When the phlegmatic vampire is presented with multiple options it wishes to take on its turn, it has disadvantage on ability checks and its movement speed is halved until the start of its next turn.
Stake to the Mind. When a piercing weapon made of wood is driven into the phlegmatic vampire's brain while it is incapacitated in its resting place, the phlegmatic vampire is paralyzed until the weapon is removed.
Sunlight Hypersensitivity. The vampire takes 20 damage when starting its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability
Actions
Multiattack. The phlegmatic vampire makes two claw attacks.
Claw. Melee weapon attack: +9 to hit, 5 ft, one target. Hit: (1d4+4) slashing damage and (2d6) psychic damage. On a hit, the target must make a DC 18 Wisdom saving throw. On a failure, the next attack they make has advantage, but all attacks made against the target have advantage. If a creature is affected by this twice, they lose their advantage and instead have disadvantage on all attacks.
Emotion Drain (recharge 6). The phlegmatic vampire reaches out and drains the emotions of a target within 30 ft psychically. The target must make a DC 18 Charisma saving throw. On a failure, they take (5d6) psychic damage, and their Wisdom score is reduced by 1d4. This cannot reduce their Wisdom score below 1. This reduction can only be cured by a remove curse spell or higher level magic.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Claw. The vampire makes one claw attack against a creature within reach.
Careful Movements. The vampire moves up to its movement speed without provoking opportunity attacks.
Careless Mistakes. (Costs 2 Actions) The phlegmatic vampire unleashes a psychic burst in 30 feet, affecting every target currently under the effects of its claw attack or Emotion Drain. Each creature must make a DC 18 Wisdom saving throw or take (2d6) psychic damage and have disadvantage on all ability checks and saving throws until the end of their next turn.