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Vampire Ghoul CR: ?

Tiny to Gargantuan thrall,
Armor Class: Variable
Hit Points: 40
Speed: 5 ft

STR

4 -3

DEX

4 -3

CON

2 -4

INT

0 -5

WIS

0 -5

CHA

0 -5

Saving Throws: Strength, Constitution
Skills: +7 Perception +7 Athletics
Damage Vulnerabilities: Users
Damage Resistances: Users
Damage Immunities: Users
Condition Immunities: Users
Senses: Users Senses. Darkvision 60ft. passive Perception +7 of user
Languages: All known to creature before Ghouling
Challenge Rating: ?

Regeneration. This creature can use its action, bonus action, and all its movement to focus on healing its wounds. If this creature does so, they regain 1/8th of their total HP. This ability can be used to a maximum of 3 times, and afterwards must consume 10mL of vampire blood to regain this ability.   Supernatural Ability. A creature with this ability may add the hit points, strength, dexterity, constitution, intelligence, wisdom, charisma and speed stats of this creature to their original stat block.

Actions

Users with strong blood. The actions this creature has available to them is the same as the creature type that has been transformed into a Ghoul. Attacks made by this creature that deal Piercing, Bludgeoning, or Slashing damage deal 5d6 - (Vampire Master's Generation (1-4)) additional damage of the same type on a successful hit.   Channel Magic. A creature with this statblock can only use this action if their vampire master is of the 1st or 2nd generation. This creature is able to use their masters signature discipline once, and can only be recharged by consuming 10mL of their masters Vitae. Additionally, this creature is able to use their masters non-signature discipline up to 3 times, after which the Ghoul must drink 10mL of Vitae to regain the ability to use their masters non-signature discipline.

"Ghouls", aka. Vampire Thralls are the result of any creature that submits to drinking the blood of a vampire. In exchange for numerous physical and supernatural gifts, Ghouls become slaves to their vampires masters, driven by the bond to their masters blood to serve their every whim without hesitation.   The strength of a Ghoul varies greatly, as their strength increases with not only the quantity of blood consumed, but the quality of the blood, with Vampire blood of higher generations being more powerful and granting stronger boons. Unlike vampires, however, Ghouls do not loose their ability to be seen in the day, and thus act as the eyes and ears of their masters, protecting them from their hunters. Being a Ghoul comes with many perks, including the stopping of aging, greater strength, speed and senses; increased vitality, and can even grant powers of regeneration and the supernatural powers of their masters if their Vitae is potent enough. Furthermore, Ghouls are not limited to humans or humanoids, as such the attached document describes the boons they receive on top of their natural abilities dynamically.

Created by

tryingmybestt.

Statblock Type

Monster

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