Resistances: Necrotic, Bludgeoning, Piercing, and Slashing from non-magical attacks, unless the weapon is silvered.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Bite. One Willing or grappled creature: Hit: 3d6 + 3 piercing damage regaining hit points equal to the damage amount.
Claws. Hit: 1d6 slashing damage. Instead of dealing damage, on a hit the vampiric noble may grapple the target, (escape DC 13) if they are medium size or smaller. Only one creature may be grappled at a time.
Blood Spit. Ranged Weapon Attack: +6 to Hit: Reach 10/15 ft. one target, Hit: 1d12 necrotic damage. If the target takes 10 or more damage from this attack, they are also blinded until the end of their next turn or until they, or an ally within 5 ft. uses an action to cleanse their eyes.
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Description
Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Additionally, a Vampiric Noble has been temporarily tainted by drinking the blood of a vampire. These tainted beings are intoxicated and susceptible to the will of the true Vampire that provided their blood, but they are not strictly under the vampires control like a vampire spawn would be.
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