spelldrikner. The vampire regains 10 hit points at the start of its turn if it dealt damage to a spellcaster since it´s last turn or if it has taken damage from a spell since then.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
innate spellcasting
the vampires spellcasting ability is charisma.If the vampire has healed from spelldrinker this turn,they have advantage on attacks using spells.
at will:chill touch
1/day:scorching ray.
spellbreaker
When the vampire deals damage to a creature that is concentrating the target has disadvantage on the con save to avoid losing concentration.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) 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. The target dies if this effect reduces its hit point maximum to 0.
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