Echolocation. The Vampris can't use its blindsight while deafened.
Keen Hearing. The Vampris has advantage on Wisdom (Perception) checks that rely on hearing.
Multiattack. The Vampris makes two attacks one with its bite and one with its raking claws. Or it makes two flaming shots or a fire breath.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage.
Raking Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d4+3) slashing damage.
Flaming shot. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 6 (1d10) fire damage.
Flame Breath (recharge 6). The Vampris exhales a 15 ft., cone in front of itself any creature within the cone needs to make a DC 13 Dexterity Saving throw or take 10 (3d6) fire damage on a failed Save, and half on a success.
Description
The Vampris is a creature of the night may be seen or used as sort of a vampire guards dog if the dog was a 12 ft. tall 380 lbs of cruel fire breathing creature. Vampris have taken on some of the ability of their cousins the Giant Bats, however, they have come to be much larger creatures that stock more upon the ground than they do within the skies. relying upon their heightened strength to push obstacles out of the way and possibly breathe on any adventure who seeks to end their reign of terror within the night. usually with bat-like faces, with protruding dagger-like fangs these vampiric hulks cause their own destruction in the night usually by setting something ablaze.
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