Regeneration. The vampire regains 10 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 vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire 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 takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The vampire can make two attacks, only one of which can be a bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. 1d6 + 2 necrotic damage. Heals for that amount of damage.
Scratch. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. 1d4 +1 bludgeoning damage.
Dash. Can dash for another movement range.
Return Power. If a hit from non-radiant damage would kill the Thrall, it can instead send its life force to the vampire that created it, feeding it power.
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Description
A vampire thrall is bitten by a vampire to become a thrall. After being bitten, they have no free will and will follow their master's orders, no matter how dangerous.
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