The Yubsharasehn

Once upon a time there were six arcanists who summoned and binded a faerie to the Material Plane. Their wish was for the fey creature bestow upon them the curse of vampirism so that they may indulge their greed and hedonistic desires with immortality. The faerie did indeed turn the summoners into a blood-sucking creature of darkness... but not the one they wanted. Their bodies mutated horribly turning them into an abominable amalgamation of man, misquito and bat. Their mind would be warped in such a way that they would never feel the pleasure they so desperately desired ever again. This was their punishment, brought on by the unseelie fey who do not take kindly to being commanded. Those same vampiric creatures still wander the night, their purpose to spread the curse they have been afflicted with. People have begun to talk about them in whispered tones as the "Yubsharasehn", or "Devourer of Souls" in the tongue of the northern elves.

Horrific Transmutation. Although the transformation from human to a mature Yubsharasehn Vampyre is a slow process, eventually the horrid change does take place. Its legs are reshaped into that of a bat's clinging foot. The abdomen swells and rounds out as a new organ forms inside. You can see that organ writhe with the souls of all who the vampyre has killed inside and sometimes even the imprint of a face desperately pushes against the membrane. Its chest is covered with a thick carapace where tufts of hair protrude from the joints of the exoskeleton. It has an extra set of arms only a few inches below their original ones; the bottom two are little other are sharpened insectoid arms and the top two are grasping bat paws. A set of batlike wings sprout from its back, but instead of skin flaps forming between the elongated "fingers", thin sheets of translucent flesh like that found on an insect's wings instead connect them. But most horrible of all is a Yubsharasehn Vampyre's head, for in place of a nose an about a foot long probiscis sprouts from their upper jaw. Its mouth still remains, but the teeth have sharpened to a point. Its eyes are still the same size, but instead of having their normal color they instead turn a dark green with black grid marks through it.

Cold Minds. The further a Yubsharasehn matures into its full form, the more it loses touch with its emotions. Eventually it will become completely void of these restrictive feelings. They do not smile with mirth, simmer with rage, shiver with fear or cry in sorrow. In this way their mind goes through a sort of ascension where they can view the world in the most strategically effective way without the impairments of passion. Logic is their guiding force and this gives them an edge over their opponents. The Yubsharasehn are not dangerous simply because they are strong, they are a terror because they are more intelligent than most humans could ever hope to be. Glaives and other polearms tend to be their favored weapons because it gives them the advantage of superior reach while still allowing them to utilize their formidable strength.

Determination and Purpose. As a Yubsharasehn is being purged of all feeling, the former sense of fulfillment it had from emotions is gone. This realization indefinetely causes panic to the developing Yubsharasehn, who now believes they need to find a new unmaterialistic meaning to life.

It will find some sort of higher purpose to pursue and will selflessly devote its entire life to that goal. Even if this intention isn't a cruel one, odds are that their methods will always be done in the most effective with little regard for humanoid life. Once the transformation is complete the Yubsharasehn's sole intention is to see that idea come to fruition. This forms the only remainder of any sort of feeling it still has. Nothing will get in the way of its percieved goal.

Biophages. Once a humanoid is bitten by a mature vampyre and its mucus becomes injected into their bloodstream, that humanoid is doomed to become a Yubsharasehn too. At first, no physical changes will be visible, but their mind will already be undergoing the necessary mental alterations. During this stage of development, the Yubsharasehn is called a "Biophage", or "Life Eater". The undeveloped Yubsharasehn will experience a loss of emotion, improvements in its intellectual abilities and even possible mental illnesses such as hallucinations, delusions, anxiety, mania or psychosis. Biophages will recieve urges to consume the flesh and blood of humanoids, but they can easily resist them. Regardless though the Yubsharasehn may already be finding its purpose and plotting how to achieve it even under severe mental toil.

Hybrids. On the night of the first new moon after the Biophage is bitten, it will undergo a sudden horrible alteration as the physical changes begin. Their skin will drastically harden and become plated, their legs will already start warping, and their fists will grow sharp claws. A small set of wings will sprout from their back, but the wings are too poorly developed to manage long term flight. In addition to this the Yubsharasehn's sense of smell will become very sensitive, especially to the scent of blood. The most dramatic change of all though will be the formation of an organ in the abdomen which stores the souls of anyone whom it kills. The hybrid can summon forth these tortured souls to manifest as ghosts and emerge from any plant within range to strike out at enemies.

If the Yubsharasehn is ever to become a mature Yubsharasehn Vampyre, then it must kill six humanoids and devour their corpses to collect their souls. Of course, the hybrid will not instinctively know how to do this, but typically a fey spirit will arrive and instruct them on how to do this.

Cocoons. Once a Hybrid has collected the six souls it needs to develop, it must go through metamorphosis inside of a Cocoon to become a Vampyre. The Yubsharasehn must find a tree, preferably in a secluded or protected area, and warp it into the shape of a protective covering for the Hybrid to hide in. The Cocoon itself will not function by itself though, so the Yubsharasehn must bury a living humanoid and command the roots of the Cocoon stab into it and siphon out its life force. This gives the Cocoon a facsimile of life which allows it to use its thousands of tendrils to pull it along the ground, parry strikes and lash out at any who would harm the Yubsharasehn within. All the while the humanoid sacrifice in the roots reamins alive but catatonic as it undergoes this tortuous ritual until the next full moon when the mature Vampyre emerges from the Cocoon. Usually the Vampyre's first act is to dig up and consume the now conscious but horribly crippled humanoid sacrifice. Destroying the Cocoon causes the roots to wither away, saving the sacrifice.



Biophage

Medium humanoid, any alignment


  • Armor Class 13 (Hide)
  • Hit Points 38 (7d8 +7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 12 (+1)

  • Damage Resistances psychic
  • Skills investigation +4, perception +4, stealth +3
  • Senses passive perception 14, darkvision 30 ft
  • Languages Common
  • Challenge 1/2 (100 XP)

Impregnable Mind. The biophage has advantage on saving throws against being charmed or frightened, and magic can't knock it unconscious.

Entropic Intent. If the biophage sees a creature regain hit points, then the biophage's attacks score a critical hit on a roll of 18-20 until the end of its next turn.

Sanguinary Ambition. If the biophage attacks a creature with less than half its hit point maximum, it rolls the damage die twice and uses the higher of the two rolls.

Actions

Battleaxe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8+2) slashing damage, or 7 (1d10+2) if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit 6 (1d10+1) bludgeoning damage.



Hybrid

Medium monstrosity, lawful evil


  • Armor Class 14 (Exoskeleton)
  • Hit Points 71 (11d8+22)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1)

  • Damage Resistances psychic
  • Skills athletics +5, investigation +5, perception +4, stealth +4
  • Senses passive perception 14, darkvision 80 ft
  • Languages Common
  • Challenge 2 (450 XP)

Ravenous Tracker. The hybrid automatically succeeds on ability checks made to track any creature which has less than half of its hit point maximum.

Undeveloped Wings. The hybrid has a flying speed of 35 ft. This benefit works only in short bursts; the hybrid falls if it ends its turn in the air and nothing else is holding it aloft.

Impregnable Mind. The hybrid has advantage on saving throws against being charmed or frightened, and magic can't knock it unconscious.

Partial Resistance. Any critical hit scored against the hybrid by a non-magical, non-silvered bludgeoning, piercing or slashing weapon becomes a normal hit.

Precise. When the hybrid hits with its spear, it deals 2d8 damage instead of 1d6 or 1d8 (this is included in the attack).

Feast of Blood. The hybrid has advantage on attack rolls against any creature that has less than half of its hit point maximum.

Hunger for Life. If the hybrid sees a creature regain hit points, then the hybrid's next attack deals an extra 1d10 damage of the attack's type .

Soul Devourer. There is a cavity in the hybrid's abdomen which holds the souls of everyone it has killed. It starts combat with 1d6 souls. This feature determines the DC of the Conjure Specter attack.

Actions

Multiattack. The hybrid makes two attacks: one with its spear and one with its claw.

Spear. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 12 (2d8+3) piercing damage.

Bat Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8+3) slashing damage.

Conjure Specter . One target within 80 ft. of the hybrid which it can see must succeed on a dexterity saving throw with a DC equal to 10+the number of souls the hybrid has devoured (as mentioned in the soul devourer feature). On a failure the target takes 16 (3d10) force damage, but on a success they take half as much damage.

Vampyres. Once a Yubsharasehn is fully matured, it finally grows the probiscis wich makes it easier to consume victims and their souls. This new organ is so sensitive it can actually the smell the presence of a bloodied creature nearby. The transformation also grants the vampyre latent magical powers associated with the Unseelie Fey.

Removing the Yubsharasehn Curse

The spell Remove Curse or similar magic can restore a Biophage or Hybrid, but it has no effect on a matured Vampyre. Casting such a spell on a Cocoon's humanoid sacrifice will automatically destroy the Cocoon.



Cocoon

Large plant, unaligned


  • Armor Class 10 (bark)
  • Hit Points 152 (16d10+64)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 2 (-4) 18 (+4) 4 (-3) 6 (-2) 4 (-3)

  • Damage Resistances bludgeoning, cold, piercing
  • Condition Immunities blinded, charmed, deafened, frightened, prone, unconscious
  • Senses passive perception 8, tremorsense 150 ft., blindsight 150 ft. (blind beyond this radius)
  • Languages None
  • Challenge 4 (1,100 XP)

Vine Walker. The cocoon moves by pulling itself along the ground with its roots, so it ignores difficult terrain.

Wakeful. The cocoon never sleeps.

Immutable Form. The cocoon is immune to any spell or effect, such as polymorph, that would alter its form.

Living Vessel. If the cocoon is reduced to 0 hit points, then when its next turn would be a Yubsharasehn crawls out, prone. Roll a d6 to determine what creature appears; on a result of 1-3 a Hybrid emerges but on a roll of 4-6 a Vampyre comes forth.

Actions

Multiattack. The cocoon uses its Revulsive Aura and then makes two attacks with its Vine Whip.

Revulsive Aura. Any creature within 30 ft. of the cocoon must make a DC 15 constitution saving throw, taking 6 (1d12) necrotic damage on a failure and half as damage much on a success.

Vine Whip. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit 9 (1d6+6) slashing damage. If the target is medium or smaller, it is also grappled (escape DC 14). While grappled, the target is restrained.



Vampyre

Medium fey, lawful evil


  • Armor Class 16 (Exoskeleton)
  • Hit Points 142 (19d8+57)
  • Speed 40 ft., climb 40 ft, fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 20 (+5) 16 (+3) 14 (+2)

  • Damage Resistances bludgeoning, piercing, slashing from non-magical, non-silvered weapons
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened
  • Skills athletics +7, investigation +8, nature +8, perception +6, stealth +7
  • Senses passive perception 16, darkvision 150 ft
  • Languages Common, Elvish, Sylvan
  • Challenge 6 (2,300 XP)

Ravenous Tracker. The vampyre automatically suceeds on any ability checks made to track any creature which doesn't have all its hit points. In additon to that, the vampyre can detect the presence and pinpoint the location of any creature within 10 ft. which has less than half of its hit point maximum.

Spider Climb. The vampyre can climb difficult surfaces, including upside down on cielings, without making an ability check.

Impreganable Mind. The vampyre is immune to the effects of any divination spell or similar feature that it does not willingly accept.

Feast of Blood. The vampyre has advantage on attack rolls against any creature that has less than half of its hit point maximum.

Hunger for Life. If the vampyre sees a creature regain hit points, then the vampyre's next attack (including Conjure Specter) deals an extra 1d12 damage of the attack's type. This effect does not stack.

Enchanted Weapons. When the hybrid hits with its glaive, it deals an extra 2d12 force damage (this is included in the attack).

Rampage. When the vampyre reduces a creature to 0 hit points with an attack (including Conjure Specter) on its turn , it can take a bonus action to move up to half its speed and make a glaive attack.

Actions

Multiattack. The vampyre makes two attacks of its choice, (Conjure Specter counts as an attack).

Insect Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12+4) piercing damage. The target is also grappled.

Proboscis. Melee Weapon Attack: +6 to hit, reach 5ft., one grappled or incapacitated target. Hit 5 piercing damage and 14 (4d6) necrotic damage. The vampyre gains an amount of temporary hit points equal to the necrotic damage dealt.

Conjure Specter . One target within 150 ft. of the vampyre which it can see must succeed on a DC 17 dexterity saving throw. On a failure the target takes 16 (3d10) force damage, but on a success they take half as much damage.

Enchanted Glaive. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 9 (1d10+4) magic slashing damage plus 13 (2d12) force damage.

Etherealness. The vampyre enters the Ethereal Plane from The Material Plane, or vice versa. It is visible on The Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.