Brood Spawn. The Brood Brother has advantage on saving throws against being charmed, and magic can’t put the Brood Brother to sleep.
Innate Spellcasting. The Brood Brother’s innate spellcasting ability is Wisdom (spell save DC 13). The Brood Brother can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb. The Brood Brother can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, The Brood Brother has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The Brood Brother ignores movement restrictions caused by webbing.
Regeneration. The Brood Brother 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 Brood Brother takes radiant damage or damage from holy water, this trait doesn't function at the start of the Brood Brother's next turn.
Vampire Weaknesses. The Brood Brother 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 drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 9 (1d6) piercing damage plus 3(1d8) poison damage plus 3(1d8) 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.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
Spider Grapple. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Comments