Medium or Small Undead, Any Non-Good Alignment
AC 12 Natural    Initiative +4 (14)
HP 52 (8d8 + 16)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +6
CON 14 +2 +6
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 14 +2 +2
Gear Longsword
Senses Darkvision 30ft; Passive Perception 11
Languages Common Only languages it knew in life - usually common
CR 2 (XP 450; PB +2)
Traits
  • Blood-Bound. If the thrall has not consumed 1 ounce of blood from its master within the past week, it is poisoned for 1 week and it loses its Darkvision, Keen Senses, Limited Regeneration, and Sunlight Sensitivity traits until it consumes 1 ounce of vampire blood.
  • Keen Senses. The thrall has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
  • Limited Regeneration. The thrall regains 2 hp at the start of its turn if it has at least 1 hp and isn’t in sunlight. If the thrall takes radiant damage, this trait doesn’t function at the start of the thrall’s next turn.
  • Sunlight Sensitivity. While in sunlight, the thrall has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

 

Actions
  • Multiattack. The vampire thrall can make two longsword attacks, two claw attacks, or a combination of both.
  • LongswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with two hands. 
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Slashing damage.
Bonus Actions

Deathless Agility. The vampire takes the Dash or Disengage action.

Description

Not quite vampires but servants and lackeys to vampires, vampire thralls receive blood from their master periodically, granting them a number of benefits so long as they continue to receive their masters’ blood. Vampire thralls are not fully undead, though many are hopeful they soon will be. Ingesting humanoid blood is in no way beneficial to a thrall, but this fact has not prevented many from trying, and succeeding.

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.

Monster Tags: undead

Yaunifer

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