Sunday, September 6, 2015

World of Eave: Roak Darkhand, vampire drow


Roak Darkhand
Roak is a dangerous foe.  Born Roak Uthor'ran, he was a drow of a long dead family and only survived the attack by his will to survive.  He scrabbled on the fringes of Chael, alone and forgotten until he fell into a band of thieves.  Mostly males, but one ruled by a female gang leader.  He grew to hate the matriarchal society that controls all of drow society, for he may have had the will to survive the attack but could do nothing to change his fate.  Hanella was as dark and cruel as any drow female was made to be.  She took many lovers and was spiteful of any attempts to better oneself like Roak tried to do.  In the end she betrayed her gang for a better life. 

Roak found himself on the docks of Chael, picking pockets and staying out of any females he encountered.  They naturally gravitated to the top of any gang and after Hanella, he avoided them like the plague.  Everywhere he looked he saw the danger in which his gender put him in and he seethed.

The thing with picking pockets is that sooner or later, you get caught.  Nostur Darkhand was a wizard of some small skill and he caught the little thief with his hand in his pocket.  Roak thought himself dead and bravely prepared himself.  At least a male would put him out of his misery.  Nostur looked down at the young man and offered him a choice.  He could die or he could come with him and possibly learn the wizardly arts.  It took him five years, to earn Nostur's confidence, but he did and took the first steps to a larger world.  He learned how to hide his contempt for females for even Nostur was still beholden to the females.  For thirty years he apprenticed for Nostur until he crossed someone that he was not supposed to.  Hanella was back working as an assassin for The Heartweb, the Grand Temple of Lloth.  Roak saw her as she plunged a dagger into his heart and flee. 

Roak was furious but he remembered the word of his mentor.  He bided his time.  In the twenty years he adventured, gaining power.  As much as he hated Chael, he couldn’t leave the city in flames just yet.  He wasn’t powerful enough.  It was close to his twentieth year when he met his doom, his answer and his salvation.  Beathia was vampire who was enchanted by the young drow and he became of vampire.  He used every trick he had ever learned and it paid off when she turned him.  After words he was the one who did the betraying and slew her.

He returned to Chael and with his wealth bought a large barge and turned it into the premier pleasure barges.  Naming it the Dark Dreams, the barge is close to two-hundred feet long and sixty feet wide in hand, he can do whatever he wishes some miles out to shore.  He recruited those who hated the matriarchy and slowly built an empire of deceit.  He has secretly done away with countless drow women, by either killing them, turning them or the ultimate humiliation, selling them for slaves.  One of the first things he did was trap Hanella, tortured her in the most dark ways and turned her into a spawn.  He keeps her locked in the bilge.

It was about a hundred years ago that he encountered Kyartane Kal'kanis, a haughty drow matron who was fast becoming a mover and a shaker in Chael.  He drew her out, kidnapped her and proceeded to use her in the most vile ways.  She was in his clutches for eight days before a team from her House lead by an ex-pitfighter named Kazzurat before she was freed.  Sometime later, she gave birth to a girl-child and so named her Kala.

Siobhan the succubus has dropped some words in the ears of the right people that has got word back to Roak.  Already he is planning something that would tear Chael'lut'theas apart and crash the matriarchy.

Vampire, medium undead (shapechanger), neutral evil
Armor Class 16 (natural armor)
Hit Points 168 (17d8 + 68)
Speed 30ft.

STR 18 (+4)  DEX 18 (+4)  CON 18 (+4)  INT 18 (+4)  WIS 15 (+2)  CHA 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9
Skills Arcana +9, Deception +9, Insight +7, Perception +7, Sleight of Hand +9, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft. , passive Perception 17
Languages Common, Elvan, Undercommon
Challenge 15 (13,000 XP)

Shapechanger. If Roak isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, Roak can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If Roak fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, Roak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form . It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. Roak regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water.  If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
  • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants,
  • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Sneak Attack (1/Turn). Roak deals an extra 13 (4d6) damage when it hits a target with a weapon attack or unarmed strike and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Spellcasting. Roak is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared:
  • Cantrips (at will) : mage hand, prestidigitation, ray of frost
  • 1st level (4 slots): comprehend languages, fogcloud, sleep
  • 2nd level (3 slots): detect thoughts, gust of wind, mirror image
  • 3rd level (3 slots): animate dead, bestow curse, lightning bolt, nondetection
  • 4th level (3 slots): blight, greater invisibility
  • 5th level (1 slot): dominate person

ACTIONS
Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

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.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite

REGIONAL EFFECTS
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:
  • There's a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. A creeping fog clings to the ground within 500 feet of the vampire's lair.
  • The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.