Innate Spellcasting.
The Vampire Killer's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: Locate Object, Moonbeam, Turn the Undead
Lucky.
When the Vampire Killer rolls a 1 on the d20 for an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.
Leadership (Recharges after a Short or Long Rest).
For 1 minute, the Vampire Killer can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Vampire Killer. A creature can benefit from only one Leadership die at a time. This effect ends if the Vampire Killer is incapacitated.
Spear.
Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Unarmed Strike.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: [STR 1] bludgeoning damage.
Steadfast.
The Vampire Killer can't be frightened while it can see an allied creature within 30 feet of it.
Description
A novice Vampire Killer will act and behave in a very similar way to the character Peter Vincent from the original “Fright Night” movie. As they gain experience and confidence, they become willing to go on adventures that require their unique talents and they perform much better when they have a trusted confidant who acts as a Faith leader visible within 30 feet of them (ex: Charley Brewster).
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