Mechanical nature. Doesn't require air or food
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 10 hit points at the start of its turn. If the necromaton's soul-tether(piece of vampire bone) is destroyed, it takes 10 damage at the end of its turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike . Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire gains +1 Armor class until the end of combat(non stackable) and hit points equal to necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Spark. Ranged Attack:1d20+5 to hit. 1d20+5 lightning damage. Target must make a Constitution saving throw of 14 or be knocked unconcious.
Blood gas(only usable after bìte has been used). A red gaseous cloud is released from the necromaton covering 100ft reducing visibility. Any living creature that breathes in the gas takes 2d4 damage at the end of their turn.
Electrify. the necromaton gives the electrified reaction to all machines within 30ft for the next 10 round.
Electrified. Targets making unarmed melee attacks/grapple attempts take 10 lightning damage.
The vampire necromaton can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Spark. The vampire makes one spark attack
Description
Once a true vampire, this vampire has been turned into a necromaton by an Artificer Lich. Has a mostly clockwork body except for a soul-tether (piece of vampire bone to bind the vampire's soul to the machine). These machines still have the vampire's original personality although said personality has no control of its body. These machines are used by Artificer Liches to capture valuable individuals.
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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