add neurovores, for no particular reason...

update to v0.22.0
This commit is contained in:
2025-10-28 00:14:56 -04:00
parent 8f692d132e
commit 2421c8a5fc
25 changed files with 474 additions and 103 deletions

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- Can levitate vertically at 20' / round.
- Can read thoughts of any creatures within 90'.
- Blocked by thin layer of lead or 2'+ rock.
- Has advantage on all saves vs magic, and all saves vs psionic / mental powers.

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### Brain Grab
On a critical hit while attacking with a tentacle, it latches onto the target, preventing their escape and extracting (and devouring) the their brain in 1d4 rounds.

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### Psionic Powers
Each of the following may be used up to 3 times per day.
- **Control**: Target within 30' must **Save vs Paralyze** or come under the mental control of the neurovore for 1d6 rounds.
- Target gets additional save to break the control when forced to commit acts that are against their alignment or self-destructive.
- **Blast**: All targets in 60' cone (5 wide at the mouth, 20 wide at far end) must **Save vs Paralyze** or be paralyzed for 1d12 minutes.
- **Bolt**: Target within 60' must **Save vs Spells** or take 3d6 damage.

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- Typically found in ruins, tombs, and deserted areas.
- Immune to damage from non-magical weapons.
- Regenerates 3 hp at the start of each round until destroyed.
- At 0 hp, changes into cloud of mist and flees to coffin.
!!!include(./vampires/base-info.md)!!!
- **Coffins**: Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
!!!include(./vampires/bestial-minions.md)!!!
- Cannot rest in a blessed coffin.
!!!include(./vampires/charming-gaze.md)!!!
### Bestial Minions
!!!include(./vampires/energy-drain.md)!!!
Can summon creatures from the surrounding area.
- Takes 1 round to activate.
- Can summon the following types and quantities of animals:
- 1d10 x 10 [rats](/bestiary/rats/rat.html),
- 5d4 [giant rats](/bestiary/rats/giant-rat.html),
- 1d10 x 10 [bats](/bestiary/bats/bat.html),
- 3d6 [giant bats](/bestiary/bats/giant-bat.html),
- 3d6 [wolves](/bestiary/wolves/wolf.html), or
- 2d4 [dire wolves](/bestiary/wolves/dire-wolf.html).
### Charming Gaze
Target in sight must **Save vs Spells** at -2 to resist charm.
- A charmed creature:
- must move towards the vampire (resisting anyone who tries to prevent it),
- must defend the vampire,
- must obey the vampire's commands (as long as they are understood),
- can't cast spells or use magic items,
- is unable to harm the vampire.
- Charm breaks when the vampire dies.
### Energy Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a vampire in 3 days.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
### Shapeshift
Can change into other forms at will.
- Each change takes 1 round.
- Can take humanoid form, or form listed below.
- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
#### Dire Wolf
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 50' |
| **Attacks** | 1 (+6) @ bite (2d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Giant Bat
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 10' / 60' flying |
| **Attacks** | 1 (+6) @ bite (1d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Cloud of Mist
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 60' flying |
| **Attacks** | None |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
- Immune to all weapons while in this form.
- Unable to attack while in this form.
!!!include(./vampires/shapeshift.md)!!!
!!!include(./undead.md)!!!
### Weaknesses
- Repelled by odor of garlic, must **Save vs Death** each round to attack.
- Unable to come within 10' of a wielded holy symbol.
- May attack wielder from another angle, if possible.
- Unable to cross running water except via a bridge or while carried inside coffin.
- Does not cast a reflection.
- Tends to avoid mirrors.
- Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (-4 to attack).
- May be permanently killed by:
- a stake in the heart,
- being immersed in water for 1 turn,
- being reduced to 0 hp without an available coffin nearby.
!!!include(./vampires/weaknesses.md)!!!

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- Typically found in ruins, tombs, and deserted areas.
- Immune to damage from non-magical weapons.
- Regenerates 3 hp at the start of each round until destroyed.
- At 0 hp, changes into cloud of mist and flees to coffin.
- Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.

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### Bestial Minions
Can summon creatures from the surrounding area.
- Takes 1 round to activate.
- Can summon the following types and quantities of animals:
- 1d10 x 10 [rats](/bestiary/rats/rat.html),
- 5d4 [giant rats](/bestiary/rats/giant-rat.html),
- 1d10 x 10 [bats](/bestiary/bats/bat.html),
- 3d6 [giant bats](/bestiary/bats/giant-bat.html),
- 3d6 [wolves](/bestiary/wolves/wolf.html), or
- 2d4 [dire wolves](/bestiary/wolves/dire-wolf.html).

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### Charming Gaze
Target in sight must **Save vs Spells** at -2 to resist charm.
- A charmed creature:
- must move towards the vampire (resisting anyone who tries to prevent it),
- must defend the vampire,
- must obey the vampire's commands (as long as they are understood),
- can't cast spells or use magic items,
- is unable to harm the vampire.
- Charm breaks when the vampire dies.

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### Energy Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a vampire in 3 days.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.

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### Shapeshift
Can change into other forms at will.
- Each change takes 1 round.
- Can take humanoid form, or form listed below.
- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
#### Dire Wolf
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 50' |
| **Attacks** | 1 (+6) @ bite (2d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Giant Bat
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 10' / 60' flying |
| **Attacks** | 1 (+6) @ bite (1d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Cloud of Mist
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 60' flying |
| **Attacks** | None |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
- Immune to all weapons while in this form.
- Unable to attack while in this form.

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### Weaknesses
- Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
- Cannot rest in a blessed coffin.
- Repelled by odor of garlic, must **Save vs Death** each round to attack.
- Unable to come within 10' of a wielded holy symbol.
- May attack wielder from another angle, if possible.
- Unable to cross running water except via a bridge or while carried inside coffin.
- Unable to enter a private residence without being invited.
- Does not cast a reflection or shadow.
- Tends to avoid mirrors.
- Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (-4 to attack).
- Burned by holy water (1d6+1 damage per vial).
- May be permanently killed by:
- a stake in the heart,
- being immersed in water for 1 turn, or
- being reduced to 0 hp without an available coffin nearby (mist dissipates after 12 turns).