| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 22 | +6 | +6 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +9 |
| WIS | 12 | +1 | +5 |
| CHA | 11 | +0 | +0 |
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Sunlight Sensitivity. The vampire has disadvantage on attack rolls and Wisdom (Perception) checks while in an area of bright light.
Running Water. The vampire has the Poisoned until the end of its next turn if it ends its turn in an area of running water.
Multiattack. The vampire makes three attacks, using Rapier or Chilling Strike in any combination.
Rapier. Melee Attack Roll: +10 to hit, reach 5 ft. or range 20/60 ft. Hit: 19 (3d8 + 6) Slashing damage and 7 (2d6) Cold damage.
Chilling Strike. Melee or Ranged Attack Roll: +10 to hit, reach 5 ft. or range 120 ft. Hit: 19 (3d8 + 6) Cold damage, and the target can't regain hit points until the start of the vampire's next turn.
Draining Grasp. Melee Attack Roll: +10 to hit, reach 5 ft. Hit: 11 (2d4 + 6) Bludgeoning damage and 14 (4d6) Necrotic damage. The vampire regains hit points equal to the Necrotic damage dealt. If the target is a Large or smaller creature, it is also Grappled by the vampire (escape DC 13). While the vampire is grappling a creature, the vampire can't use Draining Grasp, and the target takes 10 (3d6) Necrotic damage at the start of each of its turns. The vampire regains hit points equal to the Necrotic damage dealt.
Clawing Shadows (Recharge 5-6). The vampire flies up to twice its speed without provoking opportunity attacks and can move through the space of other creatures as if it were difficult terrain. Each creature whose space the vampire enters or moves within 10 feet of is targeted once by the following effect. Dexterity Saving Throw: DC 16. Failure: 17 (5d6) Slashing damage and 17 (5d6) Cold damage, and the target has the Prone condition. Success: Half damage only.
Counterattack. Trigger: The vampire is hit by an attack roll. Response: The vampire adds 4 to its AC against that attack, possibly causing it to miss. On a miss, the vampire can make one Rapier or Chilling Strike attack against the attacker.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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9/6/2025 11:15:37 PM
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5
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1
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Coming Soon
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