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Head Vampire Tier 3
Tier 3 Leader. A captivating undead dressed in aristocratic finery.
Motives & Tactics: Create thralls, charm, command, fly, intimidate
Difficulty: 17 | Thresholds: 22/42 | HP: 6 | Stress: 6
ATK: +5 | Rapier: Melee | 2d20+4 phy
Experience: Aristocrat +3
Features
Terrifying - Passive: When the Vampire makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Look into My Eyes - Passive: A creature who moves into Melee range of the Vampire must make an Instinct Reaction Roll . On a failure, you gain 1d4 Fear.
Feed on Followers - Action: When the Vampire is within Melee range of an ally, they can cause the ally to mark a HP. The Vampire then clears a HP.
The Hunt Is On - Action: Spend 2 Fear to summon 1d4 Vampires, who appear at Far range and immediately take the spotlight.
Lifesuck - Reaction: When the Vampire is spotlighted, roll a d8 . On a result of 6 or higher, all targets within Very Close range must mark a HP.
Other Tier 3 adversaries Adult Flickerfly Demon of Avarice Demon of Despair Demon of Hubris Demon of Jealousy Demon of Wrath Dire Bat Dryad Elemental Spark Greater Earth Elemental Greater Water Elemental Huge Green Ooze Hydra Monarch Oak Treant Stag Knight Treant Sapling Vampire Vault Guardian Gaoler Vault Guardian Sentinel Vault Guardian Turret Young Ice Dragon Build your character in OmnisGM An interactive character sheet — for these very rules. → This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License . More information can be found at www.daggerheart.com . Converted to Markdown by OmnisGM, in part from an earlier community conversion; the rules text is unchanged. Not affiliated with or endorsed by Darrington Press. Legal Images © OmnisGM — not part of the SRD and not covered by its license.
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