Blood-Bound. If the thrall has not consumed an ounce of blood from a vampire within the past week, it is considered poisoned for 1 week and it loses Darkvision and its Regeneration, Spider Climb and Sunlight Sensitivity traits until it consumes an ounce of vampire blood.
Limited Regeneration. The thrall regains 5 hp at the start of its turn if it has at least 1 hp and isn’t in sunlight. If the thrall takes radiant damage, this trait doesn’t function at the start of the thrall’s next turn. This feature is limited by its Blood-bond.
Spider Climb. The thrall can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the thrall has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Multiattack. The thrall makes two attacks, one with weapon and one with bite.
Scimitar Melee Attack: +4 to hit, reach 5 ft. one target. Hit: 1d8+2 slashing damage.
Bite Melee Attack: +4 to hit, reach 5 ft. one target. Hit: 1d4-2 piercing damage.
Description
The Vampiric Thrall is effectively a vampire groupie. Such humanoids have not yet given themselves over to being bitten or the vampire they are following does not desire to 'make' them, for various reasons, among them unsuitability. They do their lord's bidding in exchange for a taste of the vampire's blood and limited access to its effects. Vampiric thralls love to imitate their masters, indulging in biting and spider climbing. They also like to lead young, beautiful people astray and present them to their master to increase the vampire's cult of personality.
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