Armor Class
10
Hit Points
4
(1d8)
Speed
30 ft.
STR
15
(+2)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Damage Vulnerabilities
Radiant
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses
Blindsight 60 ft., Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Regeneration. The vampyr regains 5 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 vampyr takes radiant damage, this trait doesn't function at the start of the vampyr's next turn.
Sunlight Sensitivity. While in sunlight, the vampyr has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
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