Medium Undead, Neutral Evil
Armor Class 21 (plate and shield)
Hit Points 119 (14d8 + 56)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws CON +7, WIS +3
Skills Athletics +8, Perception +3
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Action Surge (1/day). The Vampire Spawn Fighter can take one additional action.

Defense. While wearing armor, the Vampire Spawn Fighter gains a +1 bonus to AC.

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

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

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

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

Stake to the Heart. The Vampire Spawn Fighter 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 Fighter 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 Fighter makes two attacks, only one of which can be a bite attack.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 10 (3d6) necrotic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) slashing damage. Instead of dealing damage, the Vampire Spawn Fighter can grapple the target (escape DC 16).

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Vampire Spawn Fighter, incapacitated, or restrained. Hit: 8 (1d6 + 5) 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 Fighter 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

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Habitat: UnderdarkUrban

mikehanson

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