Darkstalker. The vampider is invisible while it is entirely within dim light or darkness. In addition, spells and magical effects of 5th-level or lower can't create light within 60 feet of the vampider.
Detect Blood. The vampider can magically sense the presence of living creatures that have blood up to 5 miles away. It knows the general direction they're in but not their exact locations.
Magic Resistance. The vampider has advantage on saving throws against spells and other magical effects.
Pounce. If the vampider moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or else be knocked prone.
Regeneration. The vampider regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampider takes radiant damage, this trait doesn't function at the start of its next turn.
Spider Climb. The vampider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The vampider's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.
Sunlight Hypersensitivity. In sunlight, the vampider takes 20 radiant damage when it starts its turn, and it has disadvantage on attack rolls and ability checks.
Turn Immunity. The vampider is immune to effects that turn undead.
Web Sense. While in contact with a web, the vampider knows the exact location of any other creature in contact with the same web.
Web Walker. The vampider ignores movement restrictions caused by webbing.
Bestial Subtype. This creature is bestial, meaning the spells animal messenger, beast bond, beast sense, locate animals or plants, and speak with animals affect the creature as if it were a beast.
Multiattack. The vampider uses its Fear if it is available, and it can make one bite attack. Then it makes either two kick attacks or one bloodweb attack.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 21 (6d6) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or else become poisoned for 1 minute. It repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. If the target isn't an undead or construct and has blood, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampider 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.
Kick. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Bloodweb (Recharge 5–6). Ranged Weapon Attack: +12 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. While in the webbing, the target is also poisoned, and it takes 14 (4d6) necrotic damage at the start of each of its turns. If the target isn't an undead or construct and has blood, its hit point maximum is reduced by an amount equal to the necrotic damage taken, which lasts until it finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 16; hp 15; vulnerability to fire and radiant damage; immunity to bludgeoning, necrotic, poison, and psychic damage).
Fear (1/Hour). The vampider targets one or more creatures it can see within 60 feet of it. Each target must make a DC 18 Wisdom saving throw against this magic. On a failed save, a target is frightened of the vampider for 1 minute. While frightened in this way, a target can't make attacks against the vampider and can't move if it can see the vampider. While within 15 feet of the vampider, it is also paralyzed. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
The undead creatures known as vampiders are so rare that none can explain where they even originate from. Some believe they are vampires that have been cursed by dark gods, such as Lolth. Others claim that vampires attempted to convert giant spiders long ago, creating a strange race of reproducing undead spiders by accident.
However they come to exist, these vampiric spiders are imbued with terrifying magical powers resembling those of true vampires, such as regeneration and the ability to drain life energy from blood. Vampiders can project fear in a similar manner to how true vampires can compel affection. Just like true vampires, they are conniving and cruel. They enjoy hunting down their prey just as much as they enjoy the blood-feast at the end, and they detest the sun and anything that casts light.
Undead Nature. A vampider doesn't require sleep.
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