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Anna Marie

Anna Marie Medium Undead, 5 0 xp

  • Armor class 14
  • Hit points 82
  • Speed 30 ft
  • STR12 (+1)
  • DEX16 (+3)
  • CON16 (+3)
  • INT18 (+4)
  • WIS14 (+2)
  • CHA12 (+1)

Save Throws: Dex +6, Int +7, Wis +5

Skills: Arcana +7, History +7, Perception +5, Stealth +6

Damage Resistances: necrotic, bps from nonmagical

Senses: darkvision 60 ft., PP 15

Languages:

Challenge:5 (0 xp)

Spellcasting. 9th-level. INT (save DC 16, +8 to hit).

Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, mirror image
3rd level (3 slots): bestow curse, nondetection
4th level (3 slots): blight, greater invisibility
5th level (1 slot): dominate person


Regeneration. Recover 10 hp at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant dmg, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings.

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 20 acid damage when it ends 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 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire 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, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) 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 hit point maximum to 0.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Legendary Actions


Reactions
Instinctive Charm (Recharge 4–6). When a visible creature within 30 feet of the enchanter makes an attack roll against it, the enchanter forces the attacker to make a DC 14 Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.