Unarmed Attack. Melee Attack: +4 to hit, reach 5 ft, one target. 1d4 + 2 bludgeoning damage.
Bite. Melee Attack: +2 to hit, reach 5ft, one target. 1d8 piercing, +2 necrotic damage. Heal 1d4 hitpoints.
Spellcasting. (Spell save DC 14, Spell Attack +5)
At will: Command (WIS saving throw), Thunderclap (1D6, CON saving throw)
twice a day: Blindness/Deafness (CON saving throw), False Life (1d4+4)
Fleet of Bats- As a bonus action once per short rest the vampire may summon a hoard of 25 temporary bats. They all have 1 hit point with AC 11 and can take one action a turn. They attack as a whole for a +3 melee piercing attack, and on damage it’s 1d12 piercing.
Live in the Shadows: In response to being brought within 5 hit-points of death, once per long rest the vampire can retreat into the closest dark area and regain 2d6 hit points, At the beginning of the next PC's turn you will become visible.
Description
This vampire has been feeding for a few weeks here and there on the local goblins.
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