Blood Sacrament. The conquistador has advantage on melee attack rolls against any creature that doesn't have all its hit points, and deals an extra 3 (1d6) damage to any creature it hits with a weapon attack that doesn't have all its hit points.
Blood Rush. As long as the conquistador is not adjacent to another hostile creature, it may use a bonus action to dash or leap 10 feet, as long as that movement brings it into melee range of a hostile creature.
Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) slashing damage.
Description
The Conquistadors are on the front lines of the Antillian Armada, sent to the lands of Tainocha by the legions to give their lives for their king. With their survival instinct dulled by their vampiric hunger, they are known to fight without any care for their own lives, charging gladly to their deaths if it means glory for crown and church.
COMBAT TIPS!:
-Conquistadors never fight alone. Even the smallest squad of Conquistadors contains no less than four vampires.
-Conquistadors will use Blood Rush whenever it is available to close the distance between them and their enemies. Remember that it also allows them to leap vertically, letting them scale walls or strike at flying combatants.
-Conquistadors have no ranged attacks, and are well aware of it. They will try to close to melee range as quick as possible, and will tactically use cover to avoid enemy spells and arrows.
Sample Encounters:
4x Vampiric Conquistadors (Medium level 3 encounter)
4x Vampiric Conquistadors, 2x Vampiric Inquisitors (Medium level 5 encounter)
6x Vampiric Conquistadors, 2x Vampiric Inquisitors, 1x Vampiric Deacon (Medium level 11 encounter)
6x Vampiric Conquistadors, 2x Vampiric Inquisitors, 1x Vampiric Deacons, 1x Vampiric Champion (Hard level 11 encounter)
Comments