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### Vampire Dragons Vampire Dragons, often feared as the lords of sanguinary skies, are amongst the most sinister of all dragon breeds. Unlike their kin, who might hoard gold, gems, or ancient relics, these malevolent beings harbor a thirst for blood that guides their every move. Their lairs are sprawling caverns stained with crimson, where vast reservoirs of blood, taken from countless victims, glisten darkly beneath their watchful eyes. These dragons, dark as the night with piercing red eyes and scales that shimmer like black marble, have an aura of dread that chokes the air around them. While these creatures might all be bound by their insatiable thirst, their methods of sating it vary. Some, more strategic and cunning, establish vast "farms", creating intricate ecosystems where they lord over both creatures and human settlements. These dragons provide protection, ensuring the safety and well-being of their charges. However, this safety comes at a terrible price: a constant and slow drain of blood throughout the lives of those under the dragon's dominion. It is a cruel symbiosis where the illusion of peace masks a life of servitude and eventual sacrifice. Yet, not all Vampire Dragons are so patient. Many prefer the thrill of the hunt, the sweet taste of fear mingling with the blood of their prey. These dragons are perpetually at war, rampaging through territories and leaving devastation in their wake. Their names become synonymous with terror, as villages go dark and forests grow silent at their approach. Their reigns are often shorter-lived, as the constant battles and challenges attract powerful foes, but the scars they leave on the world linger for eons. Regardless of their methods, the presence of a Vampire Dragon in a region signifies dark times and necessitates heroes brave enough to challenge the tyranny of these blood-thirsty leviathans. \pagebreak ### Tier 4
___ ___ > ## Young Vampire Dragon >*Enormous, Draconic/ Undead* > >*Tier 4, Challenge Point 40, XP: 160* > > ### Attributes >|**AC** 18 |**AP** 2 | >|:-|:-| > |**HP** 250 | **Posture** 128 | > |**Mana** 10 > - **Damage Resistance:** Dark > - **Damage Weakness:** Light > - **Passive Insight/ Perception** 18 > - **Senses** Dark Vision > - **Language** Dark Common, Draconic > ### Movement >|**Base/ Fly** 45 | **Climb/Swim** 25| **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +10|**DEX** +8 |**INT** +1 |**WIS** +8 |**CHA** -1| >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > ### Villain Actions > - **Pride Action** Once per round, you can use 1 Action anytime that you want. > - **Ear Bleeding Roar** When you roll for Initiative, you can make an unbelievable loud sound, to the point that ears starts to bleed > - . All creatures within 300 feet of you must make an Endurance Save (DC 18) or take 1d12 sonic damage on a fail, or half as much on a success. > - Any creature that takes this sonic damage must also succeed on an Insight Save (DC 18) or become Scared of you for 1 turn. > - Any creature that takes this sonic damage must also succeed on an Endurance Save (DC 18), or start Bleeding (1d6). > > - \columnbreak > > ### Abilities > - **Blood Frenzy** Once per round, you can make a Bite Attack 1 target that is Bleeding as a Free Action. > > - **Bloodthirst** When you start the turn within 5 feet of a Bleeding creature, you can regain 1d8 HP. > - **Sunlight Weakness** You take 1d12 light damage at the start and at the end of your turns while exposed to sunlight. > - **Spell Skill** Spell Hit: +10, Spell DC (18) > - **Influence Weakness:** A creature can only influence you using Endurance. If it succeeds, your attitude increases by 2 instead of just 1. > ### Actions (3) > - **Bite** *Hit* +10, *Dmg* 2d10 thrust > - *Armor Piercer:* You ignore 2 AP > - *Consume:* If you hit an Attack against a creature that is Bleeding, you can deal extra 1d8 bleed damage, and regain that same amount of HP. > - **Claw** *Hit* +10, *Dmg* 2d10 slash > - *Bloody Hit:* If you deal damage to the HP of a creature, it starts Bleeding (1d8). > - **Tail** *Hit* +10, *Dmg* 1d12 strike > - *Long Reach:* The reach of this weapon is 30 feet. > - *Knocker:* On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage. > ### Bonus Action > - **Cast Spell** You can cast the following spells: > - *At Will:* Hex > - *Level 1 (1 Mana):* Ethereal Step > - *Level 2 (2 Mana):* Force Bleed \pagebreak ### Tier 5
___ ___ > ## Vampire Dragon >*Enormous, Draconic/ Undead* > >*Tier 5, Challenge Point 60, XP: 300* > > ### Attributes >|**AC** 19 |**AP** 2 | >|:-|:-| > |**HP** 372 | **Posture** 189 | > |**Mana** 10 > - **Damage Resistance:** Dark > - **Damage Weakness:** Light > - **Passive Insight/ Perception** 19 > - **Senses** Dark Vision > - **Language** All Languages > ### Movement >|**Base/ Fly** 45 | **Climb/Swim** 30 | **Dash** 60 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +12|**DEX** +9 |**INT** +4 |**WIS** +9 |**CHA** -1| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Villain Actions > - **Ego Save** When you fail a Save, you can deal 4d12 psychic damage to yourself and succeed on it instead. > - **Pride Action** Once per round, you can use 1 Action anytime that you want. > - **Ear Bleeding Roar** When you roll for Initiative, you can make an unbelievable loud sound, to the point that ears starts to bleed > - All creatures within 300 feet of you must make an Endurance Save (DC 20) or take 2d10 sonic damage on a fail, or half as much on a success. > - Any creature that takes this sonic damage must also succeed on an Insight Save (DC 20) or become Scared of you for 2 turns. > - Any creature that takes this sonic damage must also succeed on an Endurance Save (DC 20), or start Bleeding (1d8). > > - \columnbreak > > ### Abilities > - **Blood Frenzy** Once per round, you can make a Bite Attack 1 target that is Bleeding as a Free Action. > > - **Bloodthirst** When you start the turn within 5 feet of a Bleeding creature, you can regain 1d8 HP. > - **Shape Shift** You can cast the *Alter Body* spell at will, using Athletics as the Spell Skill. You can also change your size to Small, Medium, or Large when you cast it in this way. > - **Sunlight Weakness** You take 1d12 light damage at the start and at the end of your turns while exposed to sunlight. > - **Spell Skill** Spell Hit: +12, Spell DC (20) > - **Influence Weakness:** A creature can only influence you using Endurance. If it succeeds, your attitude increases by 2 instead of just 1. > ### Actions (3) > - **Bite** *Hit* +12, *Dmg* 2d12 thrust > - *Armor Piercer:* You ignore 3 AP > - *Consume:* If you hit an Attack against a creature that is Bleeding, you can deal extra 1d12 bleed damage, and regain that same amount of HP. > - **Claw** *Hit* +12, *Dmg* 2d12 slash > - *Bloody Hit:* If you deal damage to the HP of a creature, it starts Bleeding (1d8). > - **Tail** *Hit* +12, *Dmg* 2d8 strike > - *Long Reach:* The reach of this weapon is 30 feet. > - *Knocker:* On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage. > ### Bonus Action > - **Cast Spell** You can cast the following spells: > - *At Will:* Hex > - *Level 1 (1 Mana):* Ethereal Step > - *Level 2 (2 Mana):* Force Bleed \pagebreak ### Tier 6
___ ___ > ## Ancient Vampire Dragon >*Gigantic, Draconic/ Undead* > >*Tier 6, Challenge Point 100, XP: 600* > > ### Attributes >|**AC** 20 |**AP** 3 | >|:-|:-| > |**HP** 414 | **Posture** 210 | > |**Mana** 30 > - **Damage Resistance:** Dark > - **Damage Weakness:** Light > - **Passive Insight/ Perception** 20 > - **Senses** Dark Vision > - **Language** All Languages > ### Movement >|**Base/ Fly** 90 | **Climb/Swim** 60 | **Dash** 120 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +14|**DEX** +10 |**INT** +8 |**WIS** +10 |**CHA** -1| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Villain Actions > - **Ego Save** When you fail a Save, you can deal 4d12 psychic damage to yourself and succeed on it instead. > - **Pride Action** Once per round, you can use 1 Action anytime that you want. > - **Ear Bleeding Roar** When you roll for Initiative, you can make an unbelievable loud sound, to the point that ears starts to bleed. > - All creatures within All creatures within 300 feet of you must make an Endurance Save (DC 22) or take 2d12 sonic damage on a fail, or half as much on a success. > - Any creature that takes this sonic damage must also succeed on an Insight Save (DC 22) or become Scared of you for 2 turns. > - Any creature that takes this sonic damage must also succeed on an Endurance Save (DC 22), or start Bleeding (1d8). > > - \columnbreak > > ### Abilities > - **Blood Frenzy** Once per round, you can make a Bite Attack 1 target that is Bleeding as a Free Action. > > - **Bloodthirst** When you start the turn within 5 feet of a Bleeding creature, you can regain 1d10 HP. > - **Shape Shift** You can cast the *Alter Body* spell at will, using Athletics as the Spell Skill. You can also change your size to Small, Medium, or Large when you cast it in this way. > - **Sunlight Weakness** You take 1d12 light damage at the start and at the end of your turns while exposed to sunlight. > - **Spell Skill** Spell Hit: +14, Spell DC (22) > - **Undying** When you reach 0 HP, you revive with full HP on the start of the next round. You can only use this once per Long rest. > ### Actions (3) > - **Bite** *Hit* +14, *Dmg* 3d10 thrust > - *Armor Piercer:* You ignore all AP > - *Consume:* If you hit an Attack against a creature that is Bleeding, you can deal extra 1d12 bleed damage, and regain that same amount of HP. > - **Claw** *Hit* +14, *Dmg* 3d10 slash > - *Bloody Hit:* If you deal damage to the HP of a creature, it starts Bleeding (1d10). > - **Tail** *Hit* +14, *Dmg* 2d10 strike > - *Long Reach:* The reach of this weapon is 60 feet. > - *Knocker:* On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage. > ### Bonus Action > - **Cast Spell** You can cast the following spells: > - *At Will:* Hex > - *Level 1 (1 Mana):* Ethereal Step > - *Level 2 (2 Mana):* Force Bleed > - *Level 4 (6 Mana):* Greater Hex