Medium or Small Undead (Angel), Neutral Evil
AC 18 Natural    Initiative +4 (14)
HP 123 (12d8 + 36)
Speed 50 ft.
Mod Save
STR 20 +5 +5
DEX 17 +3 +6
CON 18 +4 +4
Mod Save
INT 12 +1 +1
WIS 12 +1 +4
CHA 16 +3 +3
Skills Deception +4, Perception +3, Stealth +6
Resistances Necrotic
Immunities Charmed, Frightened
Senses Darkvision 60 ft.; Passive Perception 15
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
Traits

Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Vampire Weakness. The vampire has these weaknesses:

Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

BloodWings. The vampire may sprout its crimson red blood wings. The wings slowly drip blood off the tips of its feathers. the feathers are sharpened like steel blades at the end.

Rage. 3 charges vampire enter a rage add +2 to both AC and physical damage lasts 1 minute.

Tainted fury. While you're raging, deals an extra 1d6+3 necrotic damage.

Fanatical Focus. the tainting power that fuels your rage protects the vampire. If it fails a saving throw while raging, it can reroll it, and must use the new roll. it can use this ability only once per rage

Warrior of blood. should the corpse be refed blood. they will rise again with half hp.

Unending life. While raging once the vampire hits 0hp it does not die. it instead makes saving throws and on 3 failed throws finally dies.

Actions

Battle axe.  reach 5 t plus 6 to hit (1d10+5) two handed (1d12+5)

Multiattack. The vampire makes two Claw attacks and uses Bite.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.

Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.

Wing Slash. reach 10 ft 360 degree range. +4 to hit (2d6+4) target must make a dc constitution saving throw of 11 or the target gets blind by blood.

Charm. The player must make a DC wis sav of 14 or be charmed.

Bonus Actions

Deathless Agility. The vampire takes the Dash or Disengage action.

Legendary Actions

Blood Shift. If a target is bleeding the vampire may blood shift right next to that target (or if the target is damaged) does not provoke attack of opportunity. 3 uses

Realized potential. if the vampire fails a saving throw it may instead choose to succeed 1 use

Blood drunk. if a player is knocked down, the vampire may choose to drink that player dry killing them receiving 25%hp back. 1 use

Habitat: UnderdarkUrban

ArcticYeeHaw

Comments

Posts Quoted:
Reply
Clear All Quotes