Blood is the Life: A vampoid that has fed in the last 24
hours does not need to breathe or sleep and can even
survive in an empty vacuum or underwater.
Chilling Aura: Any creature other than a vampoid that
starts its tum within 5 feet of the vampoid must succeed
on a DC13 Constitution saving throw or take 7
(2d6) cold damage.
Echolocation: The vampoid can't use its blindsight
while deafened.
Multiattack: The vampoid makes 3 attacks:
two with its claws and one with its bite.
Claws: Melee Weapon Attack: +5 to hit, reach
5ft, one creature.Hit: 10 (2d6+3) slashing
damage. Instead of dealing damage, the
vampoid can grapple the target instead
(escape DC 13).
Bite: Melee Weapon Attack: +5 t o hit, reach 5ft,
one creature that is grappled by the vampoid,
incapacitated, or restrained. Hit: 7 (1d8+3)
piercing damage plus 9 (2d8) necrotic damage,
and the target's hit point maximum is reduced
by an amount equal to the necrotic damage taken,
and the vampoid 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.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Vampoids are gangly limbed and roughly humanoid
in shape. Their skin is dark brown in color and each
has leathery wings stretching from wrist to ankle.
The head of a vampoid resembles a skeletal
alligator, with its skin stretched taut across
its skull. A deathly chill as cold as space, seeps from
their bodies. Three yellow eyes, two on either side of
the head and one at the base of its nose, flash in the
darkness and they emit eerie staccato clicks and low
wails. The vampoids use these calls as echolocation,
allowing them to pinpoint prey in the darkest of
conditions. Each vampoid wears a scavenged belt or
bandolier containing trinkets they collect from
their many victims.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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