Medium Humanoid (Any Race), Typically Chaotic Neutral
Armor Class 17 (half plate, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws STR +8, DEX +5, CON +6
Senses Passive Perception 11
Languages Common, Dwarvish Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Brave. The vampire slayer has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the vampire slayer hits with it (included in the attack).

Actions

Multiattack. The vampire slayer makes three melee attacks.

Lance. The vampire slayer makes a melee attack with the lance. On a hit, this deals 4d6 piercing damage

Viscous Longsword. On a hit, this weapon deals 2d6 slashing damage. When a 20 is rolled, the vampire slayer adds 10 to the damage.

Shield Bash. If the target is medium or small, it must make a DC 15 strength check or be knocked prone.

Blinding Smite. (3 per day) The next time the vampire slayer hits a creature with a melee weapon attack during this spell’s duration, the vampire slayer's weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the creature's next turn.

Reactions

Parry. The vampire slayer adds 3 to its AC against one melee attack that would hit it. To do so, the vampire slayer must see the attacker and be wielding a melee weapon.

Description

Clad in shining armor, vampire slayers are hired to save towns and villages from the clutches of evil vampires. They believe that vampires and other undead should be wiped from the face of the earth, going out of their way to kill one skeleton.

Monster Tags: NPC

Habitat: Urban

HugoCShane

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