Medium Undead, Neutral Evil
Armor Class 16 (studded leather)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +7, WIS +4
Skills Perception +7, Stealth +10
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Sneak Attack. Once per turn, the Vampire Spawn Rogue deals an extra 14 (4d6) damage when they hit with a weapon attack that they have advantage on or if the target is within 5 ft of an ally that isn't incapacitated and the Vampire Spawn Rogue doesn't have disadvantage.

Evasion. When the Vampire Spawn Rogue is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw and only half damage if they fail.

Regeneration. The Vampire Spawn Rogue regains 10 hit points at the start of their turn if they have at least 1 hit point and are not in sunlight or running water. If the Vampire Spawn Rogue takes radiant damage or damage from holy water, this trait doesn't function at the start of their next turn.

Spider Climb. The Vampire Spawn Rogue can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The Vampire Spawn Rogue has the following flaws:

Forbiddance. The Vampire Spawn Rogue can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The Vampire Spawn Rogue takes 20 acid damage when they ends their turn in running water.

Stake to the Heart. The Vampire Spawn Rogue is destroyed if a piercing weapon made of wood is driven into their heart while they are incapacitated in their resting place.

Sunlight Hypersensitivity. The Vampire Spawn Rogue takes 20 radiant damage when they start their turn in sunlight. While in sunlight, they have disadvantage on attack rolls and ability checks.

Actions

Multiattack. The Vampire Spawn Rogue makes two attacks, only one of which can be a bite attack.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 11 (3d6) necrotic damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 11 (3d6) poison damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. Instead of dealing damage, the Vampire Spawn Rogue can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Vampire Spawn Rogue, incapacitated, or restrained. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vampire Spawn Rogue 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.

Bonus Actions

Cunning Action The Vampire Spawn Rogue can use a bonus action to Dash, Disengage, or Hide.

Reactions

Uncanny Dodge. When an attacker that the Vampire Spawn Rogue can see hits them with an attack, they can use their reaction to halve the attack’s damage.

Habitat: UnderdarkUrban

mikehanson

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