Medium Undead, Neutral Evil
Armor Class 18 (chainmail and shield)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +4, WIS +7
Skills Athletics +5, Insight +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

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

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

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

Stake to the Heart. The Vampire Spawn Cleric 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 Cleric 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 Cleric makes two attacks, only one of which can be a bite attack. They can replace one attack with a use of Spellcasting.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) necrotic damage.

Necrotic Blast. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) necrotic 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 Cleric 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 Cleric, 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 Cleric 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.

Spellcasting. The Vampire Spawn Cleric casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):

3/day each: bane, command, inflict wounds

2/day each: blindness/deafness, spiritual weapon

1/day each: banishment, dispel magic

Bonus Actions

Regenerating Burst (3/Day). The Vampire Spawn Cleric or one creature of their choice within 60 feet regains 17 (3d8 + 4) hit points.

 

Habitat: UnderdarkUrban

mikehanson

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