Regeneration. The vampire 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 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:
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire 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 takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Blind Sight. Beast uses sound vibration to see and locate objects around it. Range (120ft). If creature is stealth, the beast must make an intelligence check DC14 to distinguish if the creature (if seen) is apart of the walls or floors around it.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 8 (2d6 + 5) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (2d6 + 5) piercing damage plus 7 (6d6) 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.
Imprison Soul. The beast chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is pounced on by the beat and bitten. A creature 0 hit points bitten has disadvantage on death saving throws. If it dies after bitten, the beast regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the beast regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. I fit had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. The beast can only use this effect on one creature at a time.
Soul Rend (Recharge 6). The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8dl0) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with O hit points in that area.
Description
The vampire king's beast is a magically mutated vampire spawn, that had failed the king prior and became apart of the king's experiments. It's form resembles that of a large mutated bat monster. Has some humanoid characteristics, though acts that of a feral beast lashing out at all things moving around it. However, it strictly follows the king's commands. This larger creature has large forearms and legs, wing span up to 15ft wide, has sharp vampires teeth and a long bat like head. The beast walks on all fours and sometimes two legs depending on its memory of its former self.
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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Posted Apr 4, 2019Feel free to give feedback or revision to further balance!