Ambusher. The vampire has advantage on attack rolls against any creature that hasn’t acted in initiative.
Echolocation. The vampire can't use its blindsight while deafened.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The vampire doesn’t require air.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The vampire makes three Claw attacks. It can replace one Claw attack with one Bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 5) 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 vampire 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.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).
Invisibility. The vampire turns invisible, provided it is not in sunlight or running water. The invisibility lasts until the vampire attacks, cast a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the vampire wears or carries is invisible with them. The vampire automatically loses its concentration if it takes radiant damage or damage from running or holy water.
Stalker's Leap. The vampire leaps up to 30 feet in any direction, provided its speed isn't 0.
Description
"Before you stands a creature of the night, a Vampire Spawn Nightstalker. With an athletic build and a graceful stride, they move like a shadow in the darkness. Their pale, flawless skin reflects the moonlight, emphasizing their unearthly beauty. Their eyes, deep pools of crimson, gleam with a predatory intensity, seemingly capable of piercing the very souls of their victims. Dressed in sleek, form-fitting attire that blends seamlessly with the night, they appear ready to vanish into the shadows at a moment's notice. The air around them feels colder, carrying an aura of quiet menace that sends shivers down your spine."
Stalkers of the Night.
Deep within the shadows of the night, the Vampire Spawn Nightstalkers lurk, embodying the essence of silent death and clandestine machinations. These sinister creatures, hand-picked by their greater vampire masters, serve as elite assassins and spies, executing missions that require the utmost stealth and precision.
Murderous Cunning.
Unlike their charismatic kin, the Nightstalkers lack the alluring charm associated with most vampires. Instead, they are masters of cunning and subterfuge, relying on their impeccable senses and innate affinity for the darkness to navigate the world unseen. Their keen senses pierce through the blackest night, allowing them to stalk their prey with unrivaled efficiency.
Vampiric Spies.
With unmatched agility and acrobatic prowess, Nightstalkers gracefully maneuver through even the most treacherous terrains, making their way into heavily guarded fortresses and gathering invaluable information. Their loyalty lies solely with their vampire masters, and they follow their orders without question, executing their missions with chilling efficiency.
No Evidence Left Behind.
Gifted with supernatural speed and dexterity, the Nightstalkers strike swiftly and silently, swiftly dispatching their targets before retreating back into the shadows. Their preferred method of attack is to drain their victims of their life essence, leaving behind no trace of their presence except for the chilling echo of death.
Death from the Darkness.
These fel stalkers of the night inspire fear and paranoia, as their very existence is shrouded in mystery. Their ability to blend seamlessly with the darkness and their unmatched cunning make them the perfect agents of chaos and manipulation. Beware the night, for the Vampire Spawn Nightstalkers watch and wait, ready to strike when least expected, serving their greater vampire masters with ruthless dedication and unwavering loyalty.
Previous Versions
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