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 uses Maneuver Allies, if available. It then makes three Claw, Greatsword, or Heavy Crossbow attacks in any combination. It can replace one of these attacks 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: 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: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of the vampire that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks.
Directed Strike (3/Day). When a creature the vampire can see within 30 feet of it makes an attack roll, and the creature can hear the vampire, the vampire grants advantage to that roll.
Description
Champions and generals, once mortal, become vampire spawn commanders in the vampiric realms. Raised by vampire lords, these elite enforcers retain their martial genius and gain supernatural strength. Adept at leading undead legions, they inspire fear in enemies and instill loyalty in their forces. With a lethal blend of precision strikes and tactical acumen, vampire spawn commanders stand as formidable leaders on the dark battlefield, enforcing the will of their immortal masters.
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