Undead Nature. Vampire Ferals dont need air, water or food
Pack Instincts. Vampire Ferals travel in packs of 3 to 5 members, any larger are considered nest or swarms and these groups act like a pack of beast in order to feed their insatiable hunger.
Vampire Weakness. The Vampire has the Following Flaws:
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
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.
Multiattack. Vampire Ferals can make two attacks, only one of which can be a bite or claw
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 STR).
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.
Description
Feral Vampires are common in many parts of the realms, however in the prominent realm of Lupinia where many races rule over continents and lands the ferals are a plague that burdens many kingdoms and empires.
Many gather in swarms and create nest within ruins or dungeons, slowly growing into Feral Covens until tamed by more powerful vampires or hunted by adventurers and hunters, although strong in numbers even the strongest of feral nest fear the day they aren't at the top of the food chain.
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