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Vampire Spawn, CR 3

Vampire Spawn, CR 3 Medium Undead, Loot Value 700, Neutral Evil CR 3 700 xp

  • Armor class 14 (Natural)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., Spider Climb, 30ft.
  • STR16 (+3)
  • DEX16 (+3)
  • CON16 (+3)
  • INT11 (0)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws:DEX +5, WIS +2,

Skills:Stealth +5, Perception +2,

Damage Resistances:Necrotic, Bludgeoning, Piercing, and Slashing from nonmagical attacks.

Senses:Darkvision, 60ft., Psv Per 12, Bluff DC 11, Bribe DC 15, 2,000 gp, Carry 240lbs., Push 480lbs.

Languages:Languages that it knew in life.

Challenge:CR 3 (700 xp)


Regeneration. The vampire regains 7 (2d6) 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 takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Actions

Multiattack. The vampire makes 2 attacks, only one of which can be a Bite attack.

Bite. Natural Melee Weapon: +5 to hit, Reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit: 7 (2d6+3) piercing plus 4 (1d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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 Max HP to 0.

Claws. Natural Melee Weapon: +5 to hit, reach 5 ft.,
Hit: 7 (2d3+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (Escape DC 12).

Legendary Actions


Vampire Weaknesses. The vampire has the following flaws.
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 14(4d6) acid damage when it starts its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 14(4d6) radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Vampire, CR 8

Vampire, CR 8 Medium undead (shapechanger), Loot Value 5,500, lawful evil CR 8 3,900 xp

  • Armor class 14 (Natural)
  • Hit points 102 (12d8+48)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX18 (+4)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:DEX +7, WIS +5, CHA +7,

Skills:Stealth + 7, Perception + 5,

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

Senses:Darkvision 120 ft., Psv Per 15, Bluff DC 16, Bribe DC 22, 30,000 gp, Carry 240lbs., Push 480lbs.

Languages: the languages it knew in life

Challenge:CR 8 (3,900 xp)


Undead Fortitude. If the Spawn is reduced to 0hp it can make a Constitution Saving Throw to have 1hp instead. The DC is the greater of 10 or half the damage dealt. It cannot use this against an attack dealing Radiant damage or a critical hit.

Black Blooded. When below 51hp, when the vampire takes weapon damage it begins to ooze magical darkness, filling the space within 5ft of it until the start of its next turn.

Actions

Multiattack. (Vampire Form Only). The vampire makes 2 attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). +6 to hit.
Hit. 12 (2d8+3) bludgeoning..
Instead of dealing damage, the vampire can grapple the target (Escape DC 14).

Bite (Bat or Vampire Form Only). +6 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 10 (2d6+3) piercing plus 11 (3d6) necrotic.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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. 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. The vampire targets -1 humanoids it can see within 20 feet of it, forcing it to succeed on a DC 15 WIS save or be charmed by the vampire. Victims regard the vampire as a friend to be heeded and protected for 24 hours or until the vampire is destroyed.