Armor Class
11
Natural Armour
Hit Points
23
(4d6 + 5)
Speed
20 ft., Climb 20 ft.
STR
14
(+2)
DEX
12
(+1)
CON
11
(+0)
INT
3
(-4)
WIS
9
(-1)
CHA
4
(-3)
Damage Vulnerabilities
Radiant
Damage Resistances
Fire, Necrotic
Senses
Darkvision 30 ft., Passive Perception 10
Languages
Infernal can understand but not speak, Telepathy 30ft --
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Regeneration. The vampire Lizard regains 5 hit points at the start of its turn if it has at least 1 hit point. If the vampire Lizard takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire lizard's next turn.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 +1 piercing damage.
Vampiric Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8+2 necrotic damage.
Claws. Melee Attack Weapon Attack +2 to hit, reach 5FT, one target Hit 1D4 slashing Damage
once per day can inflict vampirism on a target -2 to hit. 1d4 damage. Target has to pass a dc 14 save or suffer vampire effects
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/20/2020 12:34:51 AM
|
0
|
1
|
1.0
|
Coming Soon
|
|
|
2/20/2020 8:21:35 PM
|
0
|
1
|
--
|
Coming Soon
|
|
|
2/27/2020 12:48:00 PM
|
16
|
1
|
--
|
Coming Soon
|
|
|
3/2/2020 12:35:37 AM
|
11
|
1
|
1.1
|
Coming Soon
|
Comments