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Coffin Maker's Workshop

This uninviting shop is two stories tall and has a sign shaped like a coffin above the front door. Every window of the workshop is a latticework of iron fitted with squares of frosted glass and are closed up tight. A deathly silence surrounds the establishment.
  Henrich van der Voort is a passable carpenter and a troubled, lonely man. He has no family and no friends. He profits from the deaths of others, and no one desires his company due to the ghastly nature of his handiwork. He is a dour man who is relentlessly pessimistic, and the fact that his first attempt to make a change in his life has gone so poorly.   Several months ago, Henrich was visited by a young woman (or perhaps man?) that he didn't recognize. She was charming and told him that he had a chance to change not only his fate, but the fate of the entire town. She made a deal with him to hold a great deal of boxes in his shop, promising a great deal of gold. She paid him half of the gold, an astounding 250 gp, when she delivered the crates, promising the other half when she came to retrieve them when she returned for the festival. In those boxes are several many vampire spawn, and the bones of St. Andral, which she got from Miroslav a few days prior.   The outside doors of the shop are barred shut from within. If the characters knock on a door, Henrich shouts, "We're closed! Go away!" without opening the door   If the players break into the store, Henrich offers little to no resistance. He tells them where to find the bones and the vampire spawn hidden in the junk room (he opened the crates out of curiosity a day before the players arrive.) He has no further information to give them than what they know above, if they ask.   If the players report the theft of the bones to the burgomaster, he will send four guards to arrest Henrich and retrieve the bones. If the guards show up during the daytime, he will surrender himself and the bones without a fight. If they come at night, he will surrender himself but will not retrieve the bones out of fear of the vampire spawn.
Type
Workshop
Parent Location

Homebrew

Vampire Base CR: 3

Small to Large undead, any
Armor Class: 15 (natural armor)
Hit Points: 55 (7d8+24) 7d8+24
Speed: 30 ft

STR

16 +3

DEX

16 +3

CON

10 +0

INT

10 +0

WIS

10 +0

CHA

16 +3

Saving Throws: Dex +5, Wis +2, Cha +5
Skills: Perception +2, Stealth +5
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Senses: darkvision 60 ft., passive Perception 13
Languages: Any it knew in life
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vampire takes radiant damage, 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 Weakness. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. Staked. The vampire is destroyed if a piercing weapon made of wood is driven into its heart and its mouth while it is incapacitated in its resting place. 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.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 3) piercing damage plus 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.   Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13)   Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 15 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 bit 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 1 hour or until the vampire is destroyed, is on a different planeof 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.