Dark One's Own Luck (Recharges after a Short or Long Rest). When the vampire makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.
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: 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.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 14 (4d6) fire damage. Instead of dealing damage, the vampire can grapple the target (escape DC 15).
Hellfire (Recharge 5-6). Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the vampire. Each creature in that area must make a DC 16 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.
Spellcasting. The vampire casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
At will: detect magic, mage armor (self only), mage hand, silent image
1/day each: dimension door, stinking cloud, suggestion
Fiendish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the vampire forces that creature to make a DC 16 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Fallen warlocks undergo a dark transformation to become vampire spawn warlocks. Raised by vampire lords, they lose their original patrons but gain potent eldritch powers directly from their vampiric masters. Blending arcane might with undead prowess, these spellcasters serve as elite agents, wielding dark magic to enforce the will of their immortal lords.
Previous Versions
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12/26/2023 1:12:40 PM
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