Medium Undead, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 16 (2d8 + 6)
Speed 30 ft., Climb 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
15 (+2)
WIS
14 (+2)
CHA
18 (+4)
Senses Blindsight 30 ft., Darkvision 90 ft., Passive Perception 12
Languages the languages they knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Minion. If the vampire takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the vampire takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage.

Radiant Weakening. The vampire has disadvantage on saving throws against effects that deal Radiant damage.

Actions

Feeding Frenzy (Group Attack). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2 Piercing damage plus 3 Necrotic damage. If two or more vampires joined the attack, the target’s hit point maximum is reduced by a number equal to the Necrotic damage dealt. The reduction lasts until the target finishes a Long Rest, is targeted by Lesser Restoration, or a similar supernatural effect. The target dies if this attack reduces their hit point maximum to 0.

Habitat: Urban

TheBooksDoctor

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