Armor Class
13
(natural armor)
Hit Points
38
(7d8 + 7)
Speed
10 ft.
STR
12
(+1)
DEX
10
(+0)
CON
13
(+1)
INT
3
(-4)
WIS
10
(+0)
CHA
8
(-1)
Skills
Stealth +2
Damage Vulnerabilities
Fire
Damage Resistances
Piercing
Senses
Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages
Common
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
False Appearance. While the vampire rose remains motionless, it is indistinguishable from a tangle of vines.
Hypnotic Injection. The vampire rose may use a bonus action to inject a grappled creature with a hypnotic anesthetic. The target must make a DC 13 Wisdom saving throw or be Incapacitated. An incapacitated character may make a new saving throw after taking damage. If it succeeds, it is no longer incapacitated, but is still grappled.!
Blood Drain. If the vampire rose begins its turn with a creature grappled, it deal 9 (2d8) points of damage.
Actions
Thorn Whip. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The target take 5 (1d8 + 1) piercing damage and is grappled (escape DC 13).
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