Dive Attack. If the Vaarcol is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Instead of dealing damage, the Vaarcol can grapple the target (escape DC 13).
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Vaarcol, incapacitated, or restrained. Hit: 6 (1d6 + 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 Vaarcol 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
These winged, bat-like humanoids serve the Vampire Queen of the Shadowfell, Lizavith Baathor. They were once human, but have been twisted by the magic of Baathori blood into something monstrous and unnatural. Their fur is often black or dark grey, but rare ones have hair the reddish-brown color of dried blood. Their eyes burn red in the darkness. Though they have been tainted by vampiric blood, they are not true undead. Not yet.
Keen hunters and vicious warriors, their kind make up the majority of the Queen's impressive army. They are totally dedicated to their mistress, serving her unquestioningly, believing that their Queen will make them true vampires one day.
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