Tiny Undead (Vampire), Typically Chaotic Neutral
AC 13 Natural    Initiative +3 (13)
HP 24 (7d4 + 7)
Speed 20 ft., Fly 40 ft.
Mod Save
STR 6 −2 −2
DEX 17 +3 +3
CON 13 +1 +1
Mod Save
INT 11 +0 +0
WIS 12 +1 +1
CHA 15 +2 +2
Skills Persuasion +5, Stealth +5
Resistances Necrotic
Senses Darkvision 60ft.; Passive Perception 11
Languages Common Plus one other language
CR 1 (XP 200; PB +2)
Traits

Magic Resistance. The Vampurr has Advantage on saving throws against spells and other magical effects.

Actions

Action Name. Enter the description for your action.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) Piercing damage plus 2 (1d4) Necrotic damage. The Vampurr regains Hit Points equal to the Necrotic damage dealt.

Reactions

Beguile (2/day). Trigger: A creature within 30 feet makes a saving throw to avoid the Charmed or Frightened condition.

Response: The creature subtracts 2 from save.

Description

Vampurrs are cursed cats that wandered too close to vampire lairs and drank from contaminated pools of blood. Now reborn as winged predators, they lurk in shadows and pounce, feeding with their needle sharp fangs. Despite their hunger, Vampurrs are strangely attracted to mortals with ambition and curiosity, often bonding with spellcasters as familiars.

A summoned Vampurr appears in a swirl of crimson mist, its shadow stretching unnaturally before settling into a compact, purring form. When it purrs, the sound resembles a faint, muffled heartbeat. Some summoners claim Vampurrs whisper dark secrets to them in dreams, though whether these are true revelations or just feline mischief remains unknown.

VARIANT: VAMPURR FAMILIAR

Vampurr can serve as a Find Familiar option for Warlocks with Pact of the Chain. Vampurr can also be used as a Find Familiar at the Dungeon Master's discretion.

AsterGeist

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