Medium Swarm of Medium undead, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 150 (17d8 + 68)
Speed 35 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +5, WIS +3, CHA +2
Skills Perception +15, Stealth +15
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life but cannot speak except in growls and clicks
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (2/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Regeneration. The vampire regains 10 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 vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Pact Tactics. advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire 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 vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire husk will take 10 radiant damage every turn its in sunlight.

 

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Vampire Form ). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d8 + 4) piercing damage plus 10 (3d) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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 humanoid slain in this way and then buried in the ground rises the following night roll percentile dice (1-30) they turn into another husk (31-60) they become a vampire spawn and then must find a full vampire to become one in (7) days or become a husk themselves (61-100) they become a full blooded vampire and has control over the husks to an extent (dm discretion on percentage)

Call of the fallen.

Call of the fallen.(den/lair) If the husk is alone and finds an enemy it will let out a screech to call the closes other Husks for help or surprise said enemy.

Legendary Actions

The vampire can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the next evening. 

Move. The vampire moves up to its speed without provoking opportunity attacks.

Bite.(Costs 2 Actions). The vampire makes one bite attack. 

Grapple. 

 

Description

a husk of it's former self, these slim monsters have lost it's sense of self and is now driven by its hunger for life and its for glory. These creatures usually swarm prey in numbers. Reduced to this state hasn't taken away their cunning though. and with their more animalistic nature they hunt and examine those who step into the den. 

Lair and Lair Actions

Vampire husks Den

These creature usually swarm together  in caves or dark areas. 

 

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  •  Animals,  seems to flee from these monstrosities within 250 feet
  • A foul scent is usually within the caves the closer you get to the dens feeding groud.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • 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 swarm of husks are destroyed, these effects end after 2d6 days.

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/5/2020 11:33:13 AM
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Coming Soon

Monster Tags: undead

Habitat: Urban

KhaozJezter

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