Medium Humanoid, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 16 (4d8 + 4)
Speed 30 ft., Climb 30 ft. Not upside down.
STR
13 (+1)
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +4, WIS +2
Skills Deception +2, Perception +2, Religion +2, Stealth +3
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Regeneration. The vampire cultist regains 2 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 cultist takes radiant damage or damage from holy water, this trait no longer functions.

Spider Climb. The vampire cultist can climb difficult surfaces without needing to make an ability check. (not upside down)

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire cultist operates at disadvantage if it enters a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire cultist loses its vampiric traits when it comes into contact with running water. 

Sunlight Hypersensitivity. While in sunlight, the vampire cultist has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire cultist makes two attacks, only one of which can be a claw attack.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 1) slashing damage. Instead of dealing damage, the vampire cultist can grapple the target (escape DC 13).

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Description

Cultists transformed by drinking the blood of a captive vampire.

Habitat: Urban

Heimdahlr

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