Regeneration. The vampire squirrel 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 vampire squirrel takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire squirrel's next turn.
Spider Climb. The vampire squirrel can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire squirrel has the following flaws: Forbiddance. The vampire squirrel can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire squirrel takes 5 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 squirrel's heart while the vampire squirrel is incapacitated in its resting place, the vampire squirrel is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire squirrel takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The vampire squirrel makes two attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire squirrel, incapacitated, or restrained. Hit: (1d6 + 3) piercing damage plus (2d6)necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire squirrel 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
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4 + 1) slashing damage.
Previous Versions
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3/31/2020 6:12:30 PM
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3/31/2020 6:21:13 PM
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