Keen Hearing and Smell. The vampiric hedgehog has advantage on checks that rely on hearing or smell.
Quills. Whenever a creature hits the vampiric hedgehog with a natural melee attack (bite, claws, unarmed strike, etc.), that creature takes 1 piercing damage.
Spider Climb. The vampiric hedgehog can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampiric hedgehog has the following flaws:
Forbiddance. The vampiric hedgehog can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampiric hedgehog takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampiric hedgehog is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated.
Sunlight Hypersensitivity. The vampiric hedgehog takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1+1) piercing damage plus 2 (1d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampiric hedgehog regains hit points equal to that amount. The reduction lasts until the target's next turn.
Description
Sometimes, when a vampire is lonely enough to long for a companion, the common bat does not make a suitable pet. Instead, a vampire might choose a more unique friend, such as a hedgehog. Hedgehog's injected with vampiric powers from a vampire's bite become reliable compadres, obeying nearly everything their masters order them to do. Vampiric hedgehogs also make great shoulder pets, much like parrots for pirates.
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