Reckless Attack. When Vampire Spawn Barbarian Midorimiko makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Danger Sense. Vampire Spawn Barbarian Midorimiko has an uncanny sense of when things nearby aren’t as they should be, giving him an edge when you dodge away from danger.
He has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Divine Fury. Vampire Spawn Barbarian Midorimiko can channel unholy fury into his weapon strikes. While raging, the first creature Vampire Spawn Barbarian Midorimiko hits on each of his turns with his long sword attack takes extra damage equal to 1d6 + 2. The extra damage is necrotic.
Fast Movement. Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
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.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
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.
Multiattack. Vampire Spawn Barbarian Midorimiko makes two attacks, only one of which can be a bite attack.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (1d8 + 4) Slashing damage.
Javelin. Melee & Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 4) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vampire Spawn Barbarian Midorimiko, [/condition]incapacitated[/condition], or restrained. Hit: 6 (1d6 + 3) 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 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.
Rage (Recharges after a Short or Long Rest). As a bonus action, Vampire Spawn Barbarian Midorimiko can enter a rage at the start of its turn. The rage lasts for 1 minute or until Vampire Spawn Barbarian Midorimiko is incapacitated. While raging, Vampire Spawn Barbarian Midorimiko gains the following benefits:
• Vampire Spawn Barbarian Midorimiko has advantage on Strength checks and Strength saving throws.
• When it makes a melee weapon attack, Vampire Spawn Barbarian Midorimiko gains a +3 bonus to the damage roll.
• Vampire Spawn Barbarian Midorimiko has resistance to bludgeoning, piercing, and slashing damage.
• Vampire Spawn Barbarian Midorimiko can't be charmed or frightened.
Description
After being brutally mutilated by Strahd, Strahd turned Midorimiko into a Vampire Spawn with the sole purpose of hunting down and killing his former companions. Vampire Spawn Barbarian Midorimiko retains all the memories he has of his former life, and he still has a conscienceness, but the hunger for blood, in combination with his barbarian rage has made him feral. While raging, Midorimiko can't be reasoned with.
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