Blood Web. At the start of its turn the Vampider rolls a d6 for every creature restrained in a web of life and regains an amount of hit points equal to the total.
Spider Climb. The wampider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the vampider knows the exact location of any other creature in contact with the same web.
Superior Web Walker. The vampider movement is doubled while walking on webbing and ignores movement restrictions caused by it.
Vampider Weaknesses.
The vampider has the following flaws:
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
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.
Ensnaring Fang. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8+ 3) [piercing] damage plus 7 (2d6) [necrotic] damage.If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the vampider can't use it's fangs to attack another creature. If a creature ends its turn restrained in this manner, it must succeed a DC 13 Constitution saving throw, or be paralyzed until the start of its next turn
Description
Hunters are tasked by the Matriarch to grow the Blood web typically found ranging near splinter webs or guarding untransformed egg sacs. They're Favoured prey are undead but all creatures have uses whether it be to expand the Blood Web or bolster the strength of the Matriarch
Previous Versions
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