Page 134 - Dragonix - DM Options Monster Talents v1.01
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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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