Blood Frenzy. The vampire has advantage on melee attack rolls against any creature that doesn't have all of its hit points.
Echolocation. The vampire can't use its blindsight while deafened.
Keen Hearing. The vampire has advantage on Wisdom (Perception) checks that rely on hearing.
Multiattack. The vampire makes two attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can choose to grapple the target (escape DC 15)
Vampiric Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+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
Through darks arts that were best left forgotten, these vampires have unlocked a new form that increases their martial prowess at the price of their self-control. They are driven solely by instinct, though rumors say that some have mastered this transformation to raise their power even further.
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Posted Jul 22, 2024I like this! It is simple yet still a great beast to fight against!