Sunlight Hypersensitivity. The Vampire Lord takes 20 radiant damage if it starts its turn in sunlight. While in sunlight it has disadvantage of attack rolls and ability checks.
Underwater Predator. The Vampire Lord has advantage on melee attacks while underwater, it is also unaffected by sunlight while fully submerged in water.
Unusual Nature. The Vampire Lord doesn't require air, food or sleep
Regeneration. The Vampire Lord regains 10 hit points at the start of its turn as long as it isn't in direct sunlight or has taken radiant damage.
Spider Climb. The Vampire Lord can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Glide. The Vampire Lord can jump into the air by making an Athletics Check. The distance he reaches is calculated by x2 the Roll made (Rounded Up to the Nearest 5). After which he can glide to a location he chooses without using any movement speed.
Multiattack. The Vampire Lord uses his Drain Life Feature and then either makes one claw + one bite attack OR two claw attacks.
Drain Life. The Vampire Lord targets one creature within 5ft of him and forces it to make a DC 21 Consitituation Saving Throw. On a Success the creature takes 6d6 Necrotic Damage. On a Fail the creature takes the damage as normal and their maximum hit points is reduced by half the damage rolled, in addition to that the creature feels there body tighten and shrivel up. The next Claw attack from The Vampire Lord that hits the creature is considered a critical hit. This lasts until the end of its multiattack action.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (4d6 + 4) Slashing damage. On a hit the creature is Grappled by The Vampire Lord, it may use an action on its turn to espace (DC 15).
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target which it has grappled. (1d4 + 4) Piercing damage and (12d6) Necrotic Damage, if a creature is reduced to 0hp from this attack they contract vamparism.
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