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Vampire

Vampire Medium undead (shapechanger), lawful evil 13 10,000 xp

  • Armor class 16 (natural armor)
  • Hit points 144 (17d8+68)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 18 (+4)

Save Throws: Dex +9, Wis +7, Cha +9

Skills: Perception +7, Stealth +9

Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Senses: darkvision 120 ft., passive Perception 17

Languages: the languages it knew in life

Challenge: 13 (10,000 xp)

Legendary Resistance (3/Day).If the vampire fails a saving throw, it can choose to succeed instead.Regeneration.The vampire regains 20 HP at the start of its turn if it has at least 1 HP and isn't in sunlight or running water or taking radiant damage or holy water.Vampire Weaknesses.flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water.The vampire takes 20 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's heart while the vampire isincapacitated in its resting place, the vampire is paralyzed until the stake is removed.Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Misty Escape.If drops to 0 HP it transforms to mistform it must reach its resting place within 2 hours or be destroyed. Once there, it reverts to its vampire form.Then paralyzed until it regains 1 HP.after 1 hour in resting it regains 1HP.

Actions

Multiattack (Vampire Form ). two attacks, only one of which can be a bite attack.Unarmed Strike (Vampire Form Only). :+9 to hit, reach 5 ft., Hit:8 (1d8 + 4) bludgeoning damage. Instead of damage can grapple the target (escape DC 18).Bite (Bat or Vampire). +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by vampire, incapacitated, or restrained.Hit:7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage, HP reduced by necrotic and the vampire regains same amount. reduction lasts until long rest. The target dies if HP maximum reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.Charm sight within 30 feet target must succeed on a DC 17 Wisdom saving throw against this or be charmed . The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.Can repeat Saving Throw whenever harmed. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence, or takes a bonus action to end the effect.Children of the Night (1/Day).The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. They remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.Move.The vampire moves up to its speed without provoking opportunity attacks.Unarmed Strike.The vampire makes one unarmed strike.Bite (Costs 2 Actions).The vampire makes one bite attack.