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.
Unarmored Defense. While the vampire is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Multiattack. The vampire makes three Unarmed Strike or Dart attacks in any combination. It can replace one Unarmed Strike or Dart attack with one Bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) 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.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If the target is a creature, the vampire can cause one of the following additional effects (choose one or roll a d4):
1: Grapple. The target is grappled (escape DC 14).
2: Knock Down. The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.
3: Push. The target must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet directly away from the vampire.
4: Stun. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vampire's next turn.
Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Deflect Missile. In response to being hit by a ranged weapon attack, the vampire deflects the missile. The damage it takes from the attack is reduced by 8 (1d10 + 3). If the damage is reduced to 0, the vampire catches the missile if it’s small enough to hold in one hand and the vampire has a hand free.
Description
Fallen martial arts adepts become vampire spawn monks through a gruesome transformation. Rituals performed by greater vampires turn these disciplined warriors into ferocious undead enforcers. Retaining their martial skills, they exhibit feral, predatory combat techniques, fueled by bloodlust. Formerly disciplined, they are now relentless hunters, using their enhanced agility to incapacitate and feed on the living.
Previous Versions
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12/25/2023 11:37:27 PM
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Coming Soon
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