Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Vampire Weaknesses. Innistrad vampires have the following flaws:
Dryad's Legacy. The vampire is particularly vulnerable to weapons made of living wood.
Reflection. A vampire that sees itself in a mirror has disadvantage on attack rolls and ability checks.
Running Water. The vampire cannot cross running water in which the moon is reflected.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft, one target.
Hit: 10 (2d6 + 3) slashing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft, one target.
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 5ft, 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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