Medium Undead, Typically Lawful Evil
Armor Class 14 (natural armor)
Hit Points 38 (5d8)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +6, DEX +5
Skills Perception +3, Stealth +6
Damage Vulnerabilities Fire, Radiant
Senses Darkvision 60 ft., Passive Perception 13
Languages common and elvish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Regeneration. The vampire 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.

Vampire Weaknesses. The vampire has the following flaws:

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 3 (1d6 + 3) piercing damage plus 7 (1d4) 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.

Monster Tags: undead

Habitat: Urban

pokeribs280

Comments

Posts Quoted:
Reply
Clear All Quotes