Regeneration. The Vampiric Cat regains 20 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 Vampiric Cat takes radiant damage or damage from holy water, this trait doesn’t function at the start of the Vampiric Cat’s next turn.
Sunlight Sensitivity. While in sunlight, the Vampiric Cat has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.
Multiattacke. The Vampiric Cat makes grab attack and two claw attacks. if the Vampiric cat is grppeling someone it can replace the grab attack with a bite
Grab Attack. Melee Attack: +9 to hit, range 5ft. The target must succeed on a DC18 DEX save or be grappled. While grappled in this way the creature is restrained.
Claw attack. Melee/Ranged Weapon Attack: +9 to hit, reach 5/30 ft., Hit: 9 (1d6 + 6) piercing damage and 3(1d6) Necrotic damage as the one of the giant nails burries into the skin and gets stuck there. while the nail is there, the affectet Creature expirieces horrible pain, its walking speed gets cut in half and at the start of each of its turns it take 3(1d6) Necrotic damage. The nail can be removed by the creature as a Bonus Action.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated. Hit: 7 (1d6 + 6) piercing damage plus 10 (3d6) 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. A humanoid slain in this way and then buried in the ground rises the following night as a Vampire spawn under the vampire’s control.
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