Hopping Vampire – Medium Undead (Vampire)
A.C. 16 (Natural Armour)
Hpts: 123 (19d8+38)
Str: 17 (+3) Dex: 10 (+0) Con: 14 (+2) Int: 6 (-2) Wis: 9 (-1) Cha: 12 (+1)
Saving Throws: Strength +6, Constitution +5, Charisma +4
Skills: Athletics +6
Damage Resistances: Cold, Lightning; Slashing, Piercing and Bludgeoning damage from non-magical weapons
Damage Immunity: Poison
Condition Immunity: Poisoned, Exhausted, Unconscious
Senses: Darkvision 60', Breath Sense; Passive Perception: 9
Language: Spoken in life
CR: 5 (1,800 XP)
Breath Sense: The vampire can automatically detect the exact whereabouts of any living, breathing creature within 120' as if it had blindsight.
Hopping Death Curse: Those afflicted by this curse immediately gain 1 level of Exhaustion. Every 1d12 Hours, this increases by 1 level unless they make a D.C. 13 Charisma saving throw. If they die from this, they rise as a Hopping Vampire. A Remove Affliction spell can end this curse, and whilst it is active, the exhaustion created by it cannot be reduced or removed by any means.
It should be noted however, that each hour an afflicted individual spends dancing over a line of sticky rice, adds 1d12 more hours to the time that passes before they have to save against the curse again.
Multiattack: Vampire makes two claw attacks.
Claw: Melee weapon attack; Reach 5', one target, +6 to hit; Hit: 8 (1d10+3) slashing damage and target must make a D. C. 13 Charisma saving throw or be under the Curse of Hopping Death.
One of the more bizarre mythological beasts, the Hopping Vampire is something a bit different....especially from the brooding, potent vampire's of more normal lore. In my games, these monsters do occasionally appear in the realms of Kai'Yassan, where they are usually the returned souls of people who died through their own stupidity.
Anyway, I hope these stats find a place in your games!
'Giz a hug you soppy sod...