Medium Undead, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 35 (5d8 + 15)
Speed 30 ft., Swim 40 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
9 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +5, WIS +2
Skills Perception +3, Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.

Oceanic Regeneration. The Brine vampire regains 5 hit points at the start of its turn if it is partially submerged in water has at least 1 hit point and isn't in sunlight. 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 Brine vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Water Walking. The Brine Vampire can walk on water as if it were any other solid surface.

Brine Vampire Hypnosis. The Brine Vampire extends its angler bulb from its forehead. The bulb is then illuminated and casts dim light for 30 ft. This light does not interfere with the brine vampires stealth status. Any creature within 30 ft. who sees the light must succeed on a DC 13 wisdom saving throw, or become hypnotized. The saving throw may be repeated at the end of the target's turn. A creature hypnotized in this way attempts to approach the vampire in a direct path, and may take no actions., reactions, or bonus actions. The vampire may make a bite attack of opportunity against a hypnotized creature that comes within range, and has advantage on attacks against hypnotized targets. A creature that successfully saves against the charm effect is immune for 24 hours, and the hypnosis has no effect on creatures who are immune to being charmed.

Vampire Weaknesses. The vampire has the following flaws:

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

Sunlight Hypersensitivity. The Brine 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

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 4) 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.

Description

Vampiric Plague.

When a humanoid creature is bitten by a Brine vampire, the creature must succeed on a DC 10 Constitution saving throw or become infected. It takes 1d4 days for the plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of Exhaustion, and it regains only half the normal number of Hit Points from spending Hit Dice and no Hit Points from finishing a Long Rest. At the end of each Long Rest, an infected creature's hit point maximum drops by a number equal to a roll via their hit dice. Also an infected creature must make a DC 10 Constitution saving throw. On a failed save, the character gains one more level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below 1, the creature recovers from the disease. When an infected creature finally dies from the sickness it recovers 1d4 hours after death as a Brine Vampire.

Habitat: CoastalUnderwater

Kedric

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