Retainer. The retainer has the same level and proficiency bonus as its mentor. It has proficiency in Acrobatics and Persuasion checks, as well as in all saving throws.
It also has a number of hit points equal to 8 times their level, as well as a number of d10 hit dice equal to its level.
3rd Level: Take Away (3/Day). When the neophyte hits a creature with a signature attack, the neophyte grabs the target. The target is grappled (escape DC 10 plus PB), and the neophyte moves up to their speed without provoking attacks of opportunity (no action required). If the grappled creature is Medium or smaller, they don’t cost the neophyte extra movement.
7th level: Multiattack. The neophyte makes two Claws attacks.
Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage.
5th Level: Blood Seeker (3/Day). As an action, the neophyte moves up to their speed toward a creature they can see within 60 feet of them. If the neophyte ends their movement within 5 feet of the creature, the target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB) and take 1d4 piercing damage plus PBd8 necrotic damage. The neophyte regains hit points equal to half the necrotic damage dealt.
7th Level: Child of the Night (3/Day). As a reaction to taking damage, the neophyte disappears in a cloud of bats and insects. Every enemy within 10 feet of the neophyte must make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd4 piercing damage plus PBd4 slashing damage. On a successful save, a creature takes half as much damage. At the end of the turn, the neophyte reforms in an unoccupied space within 30 feet of where they disappeared.
Description
This is (an approximation of) the Vampire Neophyte from Where Evil Lives by MCDM.
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