Charge. If the vampig moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Regeneration. The vampig regains 20 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 vampig takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampig’s next turn.
Spider-Pig. The vampig can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampig Weaknesses. The vampig has the following flaws:
Forbiddance. The vampig can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampig takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampig is incapacitated in its resting place, the vampig is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampig takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). The vampig makes two attacks, only one of which can be a bite attack.
Tusk. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampig 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. A beast slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampig’s control.
Children of Shar's Web (1/Day). The vampig magically calls 2d4 swarms of spiders or rats, provided that the sun isn’t up. While outdoors, the vampig can call 3d6 boars instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampig. The beasts remain for 1 hour, until the vampig dies.
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