Regeneration. Doru regains 10 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Doru takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.
Spider Climb. Doru can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Doru has the following flaws:
Forbiddance. Doru can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Doru takes 20 acid damage when he ends his turn in running water.
Stake to the Heart. Doru is destroyed if a piercing weapon made of wood is driven into his heart while he is incapacitated in his resting place.
Sunlight Hypersensitivity. Doru takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. Doru makes two attacks: one with his bite and one with his claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Doru, 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 Doru 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.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Doru can grapple the target (escape DC 13).
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