Tiny Beast (Vampire), Unaligned
Armor Class 14 natural armor
Hit Points 39 (6d6 + 11)
Speed 30 ft., Swim 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
13 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws DEX +5
Skills Perception +1, Stealth +3
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 10, Darkvision 10, Passive Perception 6
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Regeneration. The vampire snake regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or holy water. If the vampire snake takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Vampire Snake Weaknesses. The vampire snake has the following flaws:

Harmed by Holy Water. The vampire snake takes 10 radiant damage when it enters holy water.

Stake to the Heart. The vampire snake 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 snake takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Vampire Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire snake, incapacitated, or restrained. Hit: 6 (1d6 + 3) 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 the vampire snake 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.

Poison Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Description

The vampire snake looks exactly like a snake in every regard but two: its scales are slightly paler, and its fangs are a bit longer. The vampire snake also acts like a snake, but it seeks out the blood of humanoids.

Lair and Lair Actions

A vampire snake tends toward more extravagant lairs than normal snakes. Perhaps a cave or an elaborate underground maze, but whatever it is, it is always easily defendable. The vampire snake knows how to build a dirt coffin, and will stay within it during the day.

Regional Effects

The region surrounding a vampire snake's lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats and snakes within the region
  • Plants within 10 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 10 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 5 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire snake is destroyed, these effects end after 1d4+1 hours.

Monster Tags: Misc Creatureundead

Habitat: CoastalDesertForestGrasslandHillSwampUnderdark

ChaosChaosChaos

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