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Blood Frenzy                                           Frightful Presence
        Type: Trait.                                           Type: Action.

        The vampire has advantage on melee attack rolls        Each creature of the vampire's choice that is within
        against a creature that doesn't have all its hit       60 feet of the vampire and aware of it must succeed
        points.                                                on a DC 17 Wisdom saving throw or become
                                                               frightened for 1 minute.  A creature can repeat the
                                                               saving throw at the end of each of its turns, ending
        Blood Hunter                                           the effect on itself on a success. If a creature's

        Type: Trait.                                           saving throw is successful or the effect ends for it,
                                                               the creature is immune to the vampire's Frightful
        The vampire has advantage on Wisdom
                                                               Presence for the next 24 hours.
        (Perception) checks that rely on hearing or smell
                                                                 When the vampire uses its Multiattack, the
        and Wisdom (Survival) checks when tracking a
                                                               vampire can also use its Frightful Presence.
        creature that doesn't have all its hit points.

                                                               Hypnotic Glare
        Command Undead
                                                               Type: Reaction.
        Type: Action.
        Talent Cost: 2 (Counts as 2 Talents).                  Talent Cost: 2 (Counts as 2 Talents).

                                                               When a creature the vampire can see targets the
        The vampire takes a bonus action to target an allied
                                                               vampire with an attack and the creature is within
        undead creature with CR 5 or less it can see within
                                                               30 feet of the vampire, the vampire can use its
        60 feet and telepathically gives it a command to
                                                               reaction and glare at the creature.   The target must
        move or attack or do both.  The target uses its
                                                               succeed on a DC 17 Wisdom saving throw against
        reaction to move up to its speed and make one
                                                               this magic or be charmed until the end of the
        melee or ranged attack.
                                                               vampire's next turn. The charmed target is stunned.
                                                               If the target's saving throw is successful, the target
        Cunning Action                                         is immune to the vampire's gaze for the next 24
                                                               hours.
        Type: Trait.

        The vampire can take a bonus action on each of its
                                                               Overcome Minor Weakness
        turns in combat. This action can be used only to
        take the Dash, Disengage, or Hide action.              Type: Trait.

                                                               Select one flaw from the following: Forbiddance,
                                                               Harmed by Running Water, and Stake to the Heart.
        Extra Legendary Action                                 The vampire no longer suffers from this flaw.
        Type: Trait.

        The vampire can take 1 additional legendary action
        before the start of its next turn. The vampire can     Supernatural Athleticism
        retake this talent up to two additional times.  The    Type: Trait.
        additional legendary action stacks.
                                                               The vampire has advantage to Strength and
                                                               Dexterity saving throws and ability checks.  In
        Extra Legendary Resistance                             addition, the unarmed strikes of the vampire deal
                                                               an extra 4 (1d8) bludgeoning damage.
        Type: Trait.

        The vampire can use its Legendary Resistance up to
        4/day.                                                 Swift Charm (3/day)
                                                               Type: Trait.


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