Shadow Leap. As a bonus action, the lurcher may take the hide action if its body is completely enveloped in shadows. When moving to make an attack after being hidden, creatures may not make attacks of opportunity against the lurcher.
Regeneration. The lurcher regains 5 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 lurcher takes radiant damage or damage from holy water, this trait doesn't function at the start of the lurcher's next turn.
Spider Climb. The lurcher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampyric lurcher has the following flaws:
Forbiddance. The lurcher can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The lurcher takes 15 acid damage when it ends its turn in running water.
Stake to the Heart. The lurcher 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 lurcher takes 15 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack roll and ability checks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampyric lurcher 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.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 3 (1d6) hit points at the start of each of its turns due to an infernal wound. Each time the vampyric lurcher hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage.
Description
Vampyric Lurchers are cursed vampyric beings, stuck in a devilish hybrid bat form. Furry black and purple fiends, with a long spiked tail and pointy ears, these hellish beasts are roughly two and a half feet in length from their head to the tip of their tail.
Stealth Experts. Vampyric Lurchers do not favor head-on confrontation, instead they prefer to make fast, undetectable strikes from the shadows to catch their prey off guard, either striking with their bone-hard tail spike, leaving the target crippled with infernal wounds, or with their jagged teeth to suck away the life of their victim. Fleeing to hide, and waiting for an opening to strike again as many times as it takes for the lurcher to kill what it is after.
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