Page 135 - Dragonix - DM Options Monster Talents v1.01
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Talent Cost: 2 (Counts as 2 Talents). within 5 feet of the target and the allies are not
incapacitated.
The vampire can take a bonus action to perform its
Charm action. ___________________________________________________________
Swift Shapechange (3/day)
Type: Trait.
Water Weird
The vampire can take a bonus action to to
The water weird (CR 3) can have 2 talents.
polymorph in to a Tiny bat or a Medium cloud of
mist, or back in to its true form.
Drowning Blow
Type: Trait.
Vampire Spawn When the water weird hits a Medium or smaller
creature with its Constrict attack, and the creature
The vampire spawn (CR 5) can have 2 talents. can't breathe water, it can force the creature to
make a DC 13 Constitution saving throw. On a
failed save, the target can't breathe, can't use
Blood Frenzy reactions, its speed is halved, and it can' t make
Type: Trait. more than one attack on its turn. In addition, the
creature can use either an action or a bonus action
The vampire spawn has advantage on melee attack
on its turn, but not both. These effects last until the
rolls against a creature that doesn't have all its hit
end of the water elemental's next turn.
points.
Fling
Blood Hunter
Type: Action.
Type: Trait.
One object held or creature that is smaller than the
The vampire spawn has advantage on Wisdom
water weird and is grappled by the water weird is
(Perception) checks that rely on hearing or smell
thrown up to 30 feet towards a target space and
and Wisdom (Survival) checks when tracking a
knocked prone. If a thrown target strikes a solid
creature that doesn't have all its hit points.
surface, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown plus 3.
If the target is thrown at another creature, that
creature must succeed on a DC 13 Dexterity saving
Cunning Action throw or the creature takes the same damage and
Type: Trait. be knocked prone.
The vampire spawn can take a bonus action on
each of its turns in combat. This action can be used
Tendril
only to take the Dash, Disengage, or Hide action.
Type: Trait.
The reach of the water weird's Constrict attack is
Pack Attack increased to 15 feet.
Type: Trait.
The vampire spawn deals an extra 3 (1d6) damage Water Spout
with its melee weapon attacks against a creature
Type: Action.
if at least two of the vampire spawn's allies are
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