Regeneration. The vampire spawn cleric regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire spawn cleric takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire spawn cleric's next turn.
Spider Climb. The vampire spawn cleric can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire spawn cleric has the following flaws:
Forbiddance. The vampire spawn cleric can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire spawn cleric takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire spawn cleric 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 spawn cleric takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Reaper. When the vampire spawn cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Touch of Death. Twice per long rest, then the vampire spawn cleric hits a creature with a melee attack, the cleric can use touch of death to deal extra necrotic damage to the target. The damage equals 15 damage.
Spellcasting. The vampire spawn cleric is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 14, +6 to hit with spell attacks). The vampire spawn cleric has the following spells prepared from the cleric spell list:
Cantrips (at will): guidance, mending, toll the dead, thaumaturgy
1st level (4 slots): command, inflict wounds, false life, ray of sickness
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (2 slots): animate dead, spirit guardians
Multiattack. The vampire spawn cleric makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire spawn cleric can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire spawn cleric, 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 spawn cleric 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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