Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Multiattack. Vampire Lord makes 3 attacks, one of which can be a bite attack.
Predatory Strikes. +6 to hit, reach 5ft, single target. Hit: (1d6+3 [Dex mod]) Slashing Damage, damage increases to 1d8 at 11th level
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Bite. Con 11, reach 5FT, single target, Hit: 1d10+3 Piercing damage. Bite drains the targets blood (Con 11). On a fail save, bite deals an additional 2d6 necrotic damage and monster heals for half of the damage done. On successful save, nothing happens.
Creatures that do not have blood ignores the drain.
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Description
Grows up to 12FT tall, looks like a werewolf but has no hair and no snout, long claws on both hands and feet, legs look arched like a dog's back legs, very large and long ears, teeth are sharpened with 2 larger teeth that are about 2x the size of their regular teeth like a vampire's, eyes are elongated and pupils look like cat eyes. Behind the elongated forearms have partial wings like a bat.
Lair and Lair Actions
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