Fear Aura. Any creature that starts its turn within 30 feet of the goblin vampire and can see it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
For each creature that fails its saving throw against the Fear Aura, the goblin vampire gains temporary Hit Points equal to the creature's level or Challenge Rating, up to a maximum of 10 temporary Hit Points.
Moonlight Vulnerability. The goblin vampire takes 5 radiant damage at the start of its turn while in moonlight.
Blood Frenzy. The goblin vampire has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Regenerative Feeding. The goblin vampire regains 10 hit points whenever it deals damage with its Bite attack.
Spider Climb. The goblin vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The goblin vampire makes two Claw attacks. If both attacks hit the same target, it can use its Bite as a bonus action.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature grappled by the vampire. Hit: 10 (2d6 + 3) piercing damage, plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the goblin vampire regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Description
Goblin vampires are twisted undead that tower over their mortal kin at an imposing 6 feet tall. Their grotesque fangs curve halfway down their chests, and their clawed hands are blackened and shriveled. Their glowing orange eyes radiate an unnatural malice, inspiring fear in all who meet their gaze.
Driven by an insatiable hunger for blood and fear, goblin vampires are solitary predators that stalk the shadows of Tepest. They despise their former race, often preying on goblins during the day when they are most vulnerable.
These undead are not created by traditional vampiric infection. Instead, they are cursed beings born from greed and the stolen relics of the Three Sisters of Tepest. This unique curse warps the victim into an undead horror, forever consumed by the need to spread fear and drain the life essence of their prey.
Tactics and Weaknesses:
- A goblin vampire thrives in darkness and is most dangerous when it can ambush its prey. It uses its Fear Aura to weaken foes before closing in for the kill.
- While resilient against conventional attacks, goblin vampires are vulnerable to moonlight, holy water, and weapons made of obsidian.
- They cannot regenerate or assume gaseous form like traditional vampires but are exceedingly lethal due to their overwhelming strength and frenzy in combat.
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