Medium Undead (Goblin), Any Non-Good Alignment
Armor Class 17 Studded Leather
Hit Points 170 (17d10 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +10, CON +10, WIS +6
Skills Acrobatics +9, Athletics +12
Senses Darkvision 120, Passive Perception 14
Languages Common, Goblin
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Action Surge (1/LR). The Vampire takes another action as part of its turn.

Rapid Strike. Forgo advantage on one attack to attack twice, once per turn.

Strength Before Death. If the vampire samurai falls to 0hp, it takes an extra turn, interrupting the current turn. Taking damage during this time inflicts failed death saves. The Vampire Samurai will drive a wooden steak through its heart to destroy itself as its final attack.

Creature feature. The vampire samurai changes into a tiny bat or a cloud of mist usually if it drops to 0hp. It has permanent spider climb. It also regenerates 20hp at the start of its turn unless it takes radiant damage or is dowsed in holy water. The vampire is takes 20 radiant damage from direct sunlight.

Legendary resistance (1/LR). If the Vampire Samurai Fails a save, it instead succeeds the save.

Actions

Multi-attack. The vampire samurai attacks three times with its katana or shurikens.

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled, incapacitated, or restrained creature. Hit: 7 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage. Target's max hp is reduced by the necrotic damage total, and the vampire heals by that much. Reset on long rest. Die this way and become a vampire spawn, under the vampire's control.

Katana. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 17) slashing damage.

Shuriken/Kunai. Ranged Weapon Attack: +12 to hit, range 20 ft./60 ft., one target. Hit: 6 (4d4 +7) piercing damage.

Bonus Actions

Fighting Spirit (3/LR). The Vampire Samurai gains advantage to attack until the end of its turn. It also gains 15 temporary hp.

Second wind (1/SR). The Vampire Samurai regains (1d10+ 17)hp.

Grappling strike. As a bonus action grapple the target after all attacks. Add (1d10) to athletics check.

Reactions

Bullet Slice. Trigger: the Vampire is attacked by a ranged weapon or spell. Response: the Vampire raises their AC by +2. if the attack misses, the projectile or spell is cut in half.

Andy_Bo_Bandy

Comments

Posts Quoted:
Reply
Clear All Quotes