Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the vamster attaches to the target. While attached, the vamster doesn't attack. Instead, at the start of each of the vamster's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The vamster can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the vamster.
Go for the Eyes (Recharge 6). Melee Weapon Attack: +7to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5)piercing damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the start of the vamster’s next turn.
Escape. The vamster takes the dash or disengage action.
Description
The vamster is the result of the wizard's familiar sharing the same fate as the wizard when attacked by a vampire.
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