Medium Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 37 (5d8 + 3)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
19 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +6, WIS +4
Skills Perception +3, Stealth +6
Damage Resistances Bludgeoning, Necrotic
Condition Immunities Charmed, Exhaustion
Senses Darkvision 120 ft., Passive Perception 12
Languages the languages it knew in life
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Vampire Weaknesses. The vampire has the following flaws:

Sun Sensitivity. While not bursting into flame being exposed to sunlight gives them extreme headaches and slight skin burns. Giving disadvantage on attack rolls and saving throws when in sunlight.

Dead Mans Blood. If a Vampire gets Dead Mans Blood in its system they're movement speed will be halved, and if injected through the heart they will receive the  incapacitated for 1 minute.

Head Severing. Vampires cannot die by normal means and must have their head severed from the body or when reduced to 0 hit points will be left in a near dead state.

Enhanced Darkvision. Vampires thrive in the dark and can see in up to 120 ft in darkness as if it were dim light.

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Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 4) slashing damage..

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The Vampire is healed by an amount equal to the necrotic damage taken.

Description

Vampires were once humans now creatures of the night that feast for as long as they live while blending in amongst other humanoids that walk your streets. 

Habitat: ForestUrban

7Blazers

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