Shapechanger:The vampire mimic can use its Action to Polymorph into an object or back into its true, amorphous form. If the vampire mimic isn't in sunlight or running water, it can use its Action to Polymorph into a Tiny rat or a Medium cloud of dust, or back into its true form.
Shapechanger: The vampire mimic can use its Action to Polymorph into an object or back into its true, amorphous form. Its Statistics are the same in each form. Any Equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.
While in rat form, its walking speed is 5 feet. Its Statistics, other than its size and speed, are unchanged. Any Equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only): The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also Grappled by it (escape DC 13). Ability Checks made to Escape this grapple have disadvantage.
While in dust form, the vampire mimic can't take any Actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all non magical damage, except the damage it takes from sunlight.
False Appearance (Object Form Only): While the mimic remains motionless, it is indistinguishable from an ordinary object.
Regeneration: The Vampire mimic regains 10 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.
Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the Vampire mimic is in object form, the target is subjected to its Adhesive trait.
Multiattack (Vampire Mimic Form Only): The vampire mimic makes two attacks, only one of which can be a bite Attack.
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.
Bite (Rat or Vampire Mimic Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is Incapacitated, or Restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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. A Humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under the vampire mimic's control.
Charm: The vampire mimic Targets one Humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be Charmed by the vampire mimic. The Charmed target regards the vampire mimic as a trusted friend to be heeded and protected. Although the target isn't under the vampire mimic's control, it takes the vampire mimic's requests or Actions in the most favorable way it can, and it is a willing target for the vampire's bite Attack.
Each time the vampire mimic or the vampire mimic's Companions do anything harmful to the target, it can repeat the saving throw, Ending the Effect on itself on a success. Otherwise, the Effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus Action to end the Effect.
Children of the Night (1/Day): The vampire mimic magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire mimic can call 3d6 wolves instead. The called Creatures arrive in 1d4 rounds, Acting as allies of the vampire mimic and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire mimic dismisses them as a bonus Action.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary Action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Move: The vampire mimic moves up to its speed without provoking Opportunity Attacks.
Unarmed Strike: The vampire mimic makes one Unarmed strike.
Bite (Costs 2 Actions): The vampire mimic makes one bite Attack.
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Description
An unassuming item, typically a chest until an unwitting adventurer gets too close and then SNAP the vampire mimic's sharp teeth come out
Previous Versions
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7/25/2022 8:12:01 AM
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7/25/2022 8:50:29 AM
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Coming Soon
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