Small Undead, Neutral Evil
Armor Class 12 (natural armor)
Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
4 (-3)
WIS
12 (+1)
CHA
18 (+4)
Skills Perception +3
Damage Resistances Necrotic
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The vampire corgi has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Regeneration. The vampire corgi 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 corgi has the following flaws:

Forbiddance. The vampire corgi can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire corgi takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire corgi 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 corgi takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d4 + 1 piercing damage.

Description

Corgis are adorable abominations created by wild magic gone awry. This one is undead.

Monster Tags: Misc Creatureundead

Habitat: UnderdarkUrban

sehrgut

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