Regeneration. A Child of Agnar 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 Child takes radiant damage or damage from holy water, this trait doesn't function at the start of the Child's next turn.
Spider Climb. A Child of Agnar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Shapechanger. A Child of Agnar can use it's action to polymorph into a cave bear or back into it's true form (humanoid). It's statistics, other than its size (Large Bear) and AC (bear AC:12), are the same in each form. Any equipment it is wearing or carrying when it transforms into its bear shape are absorbed (not usuable). Changing out of bear to humaniod form restores any equipment.
Vampire Weaknesses. A child of Agnar has the following flaws:
Forbiddance. Children of Agnar can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The Child takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. Children of Agnar are destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The Child takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. A Child of Agnar makes two attacks in humanoid form, only one of which can be a bite attack. In bear form, a Child of Agnar is allowed one claw and one bite attack.
Claws. Melee Weapon Attack (humanoid): +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the Child can grapple the target (escape DC 13).
Melee Weapon Attack (bear): +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
Bite. Melee Weapon Attack (humanoid): +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Child, incapacitated, or restrained. Hit: 6 (1d6 + 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 Child 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.
Melee Weapon Attack (bear): +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Description
This gaunt barbaric humanoid exhudes a perpetual hunger. They are generally dressed in tattered hides/hide armor that reflects their savage past. Sometimes accompanied by dominated cave bears, a Child of Agnar could pass as a local barbarian if it weren't for it's gleaming red eyes and pronounced canine teeth.
Lair and Lair Actions
A Child of Agnar's Lair
A Child of Agnar chooses a hidden, generally underground location for its lair, such as a mine, hard to traverse cavern, or an abandoned bear cave. It doesn't require a coffin as other vampires do and "sleeps" in an as closely confined space as it can find.
Regional Effects
The region surrounding a Child’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable decrease in the populations of predators in the area.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the Child’s lair. The fog occasionally takes eerie forms, such as menacing animal shapes and occasionally vaguely owl like forms.
If a Child of Agnar is destroyed, these effects end after 2d6 days.
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