Blood Rage. When the vampire drops to 70 hit points, it enters a blood rage. While in a blood rage, the vampire becomes resistant to all bludgeoning, slashing, and piercing damage, magical or otherwise, and gains advantage on all attacks. All attacks against the vampire also have advantage while it is in a blood rage, and all of its attack deal an additional damage die.
Pounce. If the vampire moves at least 10 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the vampire can make one throat tear attack against it as a bonus action.
Limited Flight. The vampire can use any of its movement to leap vertically, horizontally or diagonally any number of feet equal to or lesser than its remaining movement. This number is subtracted from its movement as normal. If it ends its turn in the air, it immediately begins to fall.
Regeneration. The vampire regains 20 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 takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
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. The vampire makes three attacks, only one of which can be a throat tear attack.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 6) slashing damage. On a hit, the vampire can grapple the target, digging its claws into it (escape DC 19). While grappling a target, the vampire can't make any more claw attacks.
Throat Tear. Melee Weapon Attack: +11 to hit, reach 5 ft., a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 22 (4d8 + 6); piercing damage plus 10 (3d6) 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.
Howl. The vampire emits a monstrous howl, driving supernatural fear into the hearts of its victims. Each creature within 120 feet that can hear the vampire must succeed on a DC 19 Wisdom saving throw against this magic or become frightened of the vampire. If a creature fails this save by 5 or more, they are also paralyzed for the duration. A target can repeat this save at the end of their turn, ending the effect on a success. A target that succeeds on the saving throw is immune to the vampire's howl for the next 24 hours.
Description
A Lesser vampire that once went by the name of Jean-Luc Demaine, the infamous Beast of Boulton has been terrorizing the forest south of Hargoth from months. Vernin was the beloved of Alezandra Cyprian, daughter of Damos Cyprian, Silent Magnate of Wyvanor. Alezandra, in a misguided act of passion, turned Jean-Luc without the approval of her father. Jean-Luc's will proved to be too weak, and he succumbed to the Bloodlust, turning into a mindless and savage monster.
He now stalks the woods, slaughtering whatever life he comes across. After killing so many travelers, he has started to become a real problem for both the city and the magnate.
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Posted Sep 8, 2022Howl has no duration
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Posted Oct 4, 2024yes