Large Beast, Unaligned
Armor Class 15 (natural armor)
Hit Points 43 (5d10 + 10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +5
Damage Vulnerabilities Radiant
Damage Immunities Necrotic
Senses Darkvision 120 feet, Passive Perception 15
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Vampire Weaknesses. The vampire has the following flaws:

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.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2021 11:22:23 AM
5
1
5
Coming Soon

Monster Tags: Misc Creature

Habitat: ForestHill

MiniP1geon

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