Horde: This creature is a horde of many and as such can make 4 attacks based on 4 separate initiative rolls.
Infectious Bite: The horde can cause a bitten enemy to become a lesser fledgling vampire.
Clawed Strike: Does 6d6 damage to a single target
Sanguine Embrace: The horde descends upon one target and bites them mercilessly. Target must make a DC 16 CON saving throw or contract vampirism. Early stages can be cured with any spell that cures diseases or 10 points of Lay On Hands.
Swarm of Bats: The horde transforms into a cloud of bats that do 4d8 damage to all targets in a 30ft radius. Targets hit must make a DC 18 CON saving throw or gain effect Bleeding and take 1d4 damage each turn until the saving throw is succeeded.
Sanguine Sacrifice: once per round, the horde may sacrifice one of their own to restore 1d12 health.
One and All: When the horde is attacked, they get an automatic hit on a counter attack for 6d6 damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A horde of Vampires. What more can I say?
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.