Medium Undead, Neutral Evil
Armor Class 17 (unarmored defense)
Hit Points 136 (16d8 + 64)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws CON +7, WIS +4
Skills Athletics +8, Perception +4
Damage Resistances All damage but Force, Radiant, and Psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Reckless Attack. When the Vampire Spawn Barbarian  makes their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls during that turn, but attack rolls against them have advantage until their next turn.

Danger Sense. The Vampire Spawn Barbarian has advantage on Dexterity saving throws against effects that they can see.

Feral Instinct. The Vampire Spawn Barbarian has advantage on initiative rolls.

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

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

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

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

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

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 10 (3d6) necrotic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d4 + 7) slashing damage. Instead of dealing damage, the Vampire Spawn Barbarian 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 Barbarian, incapacitated, or restrained. Hit: 10 (1d6 + 7) 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 Barbarian 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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/5/2022 12:22:16 AM
4
1
--
Coming Soon

Habitat: UnderdarkUrban

mikehanson

Comments

Posts Quoted:
Reply
Clear All Quotes