Regeneration. The Bloodless regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the bloodless takes radiant damage or damage from holy water, this trait doesn't function at the start of the bloodless's next turn.
Spider Climb. The bloodless can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The bloodless makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the bloodless can grapple the target (escape DC 14).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the bloodless, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the bloodless 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.
Bloodblade. Melee weapon attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage.
Blood Surge: Can only be used after a successful bite attack, or receiving blood in another way. As a bonus action the Bloodless gains an increase in speed and dexterity until the end of their next turn, gaining a +2 bonus to AC, advantage on dexterity saving throws, double move speed and an additional action that can be used to make a weapon attack, dash or disengage. [Recharge 6]
Description
A bloodless is a humanoid creature that has given themselves willingly to the Bloodcursed lands. They gain terrible speed and lethality and a blade made of their own blood but are cursed to kill and consume blood to maintain it and their strength. They can be used as fast and deadly shocktroops if maneuvered correctly. The bloodless also do not have eyes but they can sense blood acutely and maneuver through spaces by the sounds they hear. Loud deafening noises can be effective in neutralizing them, but if they are close enough they can still find their prey through their blood.
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.
Comments