Prerequisite: Turned by a Vampire
After being bitten and biting a true vampire you have been turned into a vampire yourself, gaining all their strengths and weaknesses.
- Resistance to non-magical damage and necrotic damage.
- Darkvision 120 ft
- CON, DEX, and STR increased by 2 up to a maximum of 20.
- Vulnerability to fire and radiant damage.
- Actions: Bite, Charm, Bat From, and Children of the Night.
- Spells: Misty Step
- Regeneration: The vampire 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.
- 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.
Comments