Hold Breath. The Vampiric Crocodile can hold its breath for 15 minutes.
Vampire Weaknesses. The Vampiric Crocodile has the following flaws:
Stake to the Heart. The Vampiric Crocodile is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The Vampiric Crocodile takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Rest in Blood. The Vampiric Crocodile can only rest in blood tainted water. It takes 9 (2d8) radiant damage if it tries to rest somewhere else.
Multiattack. The Vampiric Crocodile makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 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 Vampiric Crocodile 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.
Description
A Vampiric Crocodile is a crocodile which has been transformed into a vampire, they are similar to a vampire spawn. Unlike regular vampires, Vampiric Crocodiles can enter buildings without permission and can go in running water without dissolving. They are often used as pets or guards by vampires who inhabit areas where there is an abundance of crocodiles. .
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- 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 vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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