Multiattack. The vampyre makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampyre can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampyre, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. The target's hit point maximum is reduced by an amount equal to the poison damage taken, and the vampyre 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. In addition the target must make DC14 charisma saving throw or become poisoned. While poisoned in this way the target is charmed. The charmed target regards the vampyre as a trusted friend or lover to be heeded and protected. Although the target isn’t under the vampyre’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampyre’s bite attack. The effect lasts 24 hours. A calm emotions spell will suppress the effects for the duration of the spell.
Description
|Vampyres look much like normal humans or half elves. They stand just under six feet tall and are, as a rule, of exceptional physical beauty. Unlike their cousins vampires they are not undead. They are predatory humanoids that drink blood and prey on humans or hale elves. They live in packs and infiltrate human settlements preying on the population. They hunt by luring a human to their home (typically through romance) where the entire pack then jumps the victim at once. A toxin in their saliva charms the victim allowing them to be kept alive for days and fed upon.
Lair and Lair Actions
Previous Versions
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10/31/2024 11:39:15 PM
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