Keen Hearing and Smell. The vampire has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The vampire has advantage on an attack roll against a creature if at least one of the vampire's allies is within 5 feet of the creature and the ally isn't incapacitated.
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 two Claw attacks. It can replace one Claw attack with one Bite attack.
Bite. Melee Weapon Attack: +7 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 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: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 15).
Description
"Before you stands a vampire spawn packrunner, a creature forged in the crucible of feral bloodlust and primal instinct. Their form is a twisted embodiment of bestial grace and untamed savagery. With sinewy muscles rippling beneath their pale, scarred flesh, they possess an unsettling blend of raw power and supernatural agility. Eyes, burning with a feral hunger, gleam like fiery orbs in the dim light, reflecting an insatiable thirst for blood. Jagged fangs protrude from their mouth, glistening with fresh crimson, a macabre testament to their predatory nature. Their movements are a mesmerizing dance of primal elegance, every step exuding an untamed energy and purpose. Adorned with tattered remnants of clothing, their appearance hints at a once-human existence now twisted and contorted by their unholy transformation. In their presence, the air carries an aura of menace, a tangible reminder of the unrelenting pack mentality that fuels their vicious nature."
Brutal Spawn.
In the dark corners of the vampire realms, where chaos and savagery intertwine, there exists a breed of vampire spawn known as the packrunners. These feral and bloodthirsty creatures are harnessed by their greater vampire masters for their relentless brutality and pack mentality.
Primitive Minds.
The packrunners, driven by an insatiable hunger and an instinctual need for dominance, roam the night as a unified force. Individually, they serve as guards, prowling the perimeters of their masters' lairs, their senses sharpened and instincts honed for any signs of intrusion. Yet, it is when they gather as a pack that their true power emerges.
Strength in the Pack.
Bound by a primal pack mentality, the packrunners move with a coordination and synchronicity that borders on supernatural. Their movements are fluid and precise, their bloodlust fueled by the presence of their kin. They communicate through feral growls, snarls, and haunting howls, a language understood only by their own kind.
Merciless Slaughter.
With savage ferocity, the packrunners descend upon their enemies in a frenzied onslaught. Fangs and claws tear through flesh, leaving a trail of carnage in their wake. They move as one, executing devastating ambushes and overwhelming their foes through sheer numbers and ferocity. They revel in the taste of warm blood, fueling their unholy strength and perpetuating their insatiable thirst.
Servants of a Greater Force.
While their greater vampire masters manipulate and control from the shadows, the packrunners embody raw chaos and unbridled savagery. They are a relentless force, driven by a shared hunger and a primal desire to please their masters. Together, they form an unholy alliance, a symbiotic relationship between the cunning intellect of the true vampire and the unyielding bloodlust of their packrunners.
Previous Versions
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