Page 245 - Monster Manual Expanded III Dragonix
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Vampire Spawn Monk                                    Forbiddance. The vampire can't enter a residence without an
                                                               invitation from one of the occupants.
         Medium undead, neutral evil
                                                               Harmed by Running Water. The vampire takes 20 acid damage when
                                                               it ends its turn in running water.
         Armor Class 17 (natural armor)
                                                               Stake to the Heart. The vampire is destroyed if a piercing weapon
         Hit Points 97 (13d8 + 39)
                                                               made of wood is driven into its heart while it is incapacitated in its
         Speed 30 ft.
                                                               resting place.
             STR           DEX           CON           INT           WIS           CHA   Unarmored Defense. While the vampire is wearing no armor and
                 16 (+3)      16 (+3)      16 (+3)      11 (+0)      14 (+2)      12 (+1)  wielding no shield, its AC includes its Wisdom modifier.
                                                               Actions
         Saving Throws Dex +6, Con +6, Wis +5
         Skills Acrobatics +6, Perception +5, Stealth +6       Multiattack. The vampire makes three attacks, only one of which can
         Damage Resistances necrotic; bludgeoning, piercing, and slashing   be a Bite attack.
           from nonmagical attacks                             Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:
         Senses darkvision 60 ft., passive Perception 15       8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire
         Languages the languages it knew in life               can grapple the target (escape DC 13).
         Challenge 7 (2,900 XP)       Proficiency Bonus +3
                                                               Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
                                                               one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a
         Regeneration. The vampire regains 10 hit points at the start of its   creature, it must succeed on a DC 13 Constitution saving throw or
         turn if it has at least 1 hit point and isn't in sunlight or running water.
                                                               be stunned until the end of the vampire’s next turn.
         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.  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
                                                               creature, or a creature that is grappled by the vampire, incapacitated,
         Spider Climb. The vampire can climb difficult surfaces, including
                                                               or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic
         upside down on ceilings, without needing to make an ability check.
                                                               damage. The target's hit point maximum is reduced by an amount
         Sunlight Hypersensitivity. The vampire takes 20 radiant damage   equal to the necrotic damage taken, and the vampire regains hit
         when it starts its turn in sunlight. While in sunlight, it has   points equal to that amount. The reduction lasts until the target
         disadvantage on attack rolls and ability checks.      finishes a long rest. The target dies if this effect reduces its hit point
                                                               maximum to 0.
         Vampire Weaknesses. The vampire has the following flaws:

         Vampire Spawn Priest of Death                         resting place.

         Medium undead, neutral evil                           Actions
                                                               Multiattack. The vampire makes two attacks, only one of which can
         Armor Class 16 (breastplate)                          be a Bite attack.
         Hit Points 130 (20d8 + 40)
                                                               Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:
         Speed 30 ft.
                                                               8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire
                                                               can grapple the target (escape DC 13).
             STR           DEX           CON           INT           WIS           CHA
                 16 (+3)      14 (+2)      14 (+2)      13 (+1)      18 (+4)      13 (+1)  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing
                                                               creature, or a creature that is grappled by the vampire, incapacitated,
         Saving Throws Dex +6, Con +6, Wis +8                  or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic
         Skills Perception +8, Stealth +6, Religion +9         damage. The target's hit point maximum is reduced by an amount
         Damage Resistances necrotic; bludgeoning, piercing, and slashing   equal to the necrotic damage taken, and the vampire regains hit
           from nonmagical attacks                             points equal to that amount. The reduction lasts until the target
         Senses darkvision 60 ft., passive Perception 18       finishes a long rest. The target dies if this effect reduces its hit point
         Languages the languages it knew in life               maximum to 0.
         Challenge 11 (7,200 XP)       Proficiency Bonus +4
                                                               Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting
                                                               ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It
         Regeneration. The vampire regains 10 hit points at the start of its   has the following cleric spells prepared:
         turn if it has at least 1 hit point and isn't in sunlight or running water.
                                                               Cantrips (at will): guidance, mending, thaumaturgy, toll the
         If the vampire takes radiant damage or damage from holy water, this
                                                                 dead (2d8 or 2d12)
         trait doesn't function at the start of the vampire's next turn.
                                                               1st level (4 slots): bane, command, false life, ray of sickness
         Spider Climb. The vampire can climb difficult surfaces, including   2nd level (3 slots): blindness/deafness, hold person, ray of
         upside down on ceilings, without needing to make an ability check.    enfeeblement, silence
                                                               3rd level (3 slots): animate dead, bestow curse, dispel magic,
         Sunlight Hypersensitivity. The vampire takes 20 radiant damage
                                                                 vampiric touch
         when it starts its turn in sunlight. While in sunlight, it has
                                                               4th level (3 slots): banishment, blight, death ward, guardian of faith
         disadvantage on attack rolls and ability checks.
                                                               5th level (1 slot): antilife shell, contagion, cloudkill
         Vampire Weaknesses. The vampire has the following flaws:
                                                               Summon Undead (1/Day). The vampire conjures undead creatures
         Forbiddance. The vampire can't enter a residence without an   no higher than CR 5 and whose combined average hit points don't
         invitation from one of the occupants.                 exceed 150. These undead magically rise up from the ground or
         Harmed by Running Water. The vampire takes 20 acid damage when   otherwise form in unoccupied spaces within 60 feet of the vampire
         it ends its turn in running water.                    and obey its commands until they are destroyed, until it dismisses
         Stake to the Heart. The vampire is destroyed if a piercing weapon   them as an action, or 8 hours have passed.
         made of wood is driven into its heart while it is incapacitated in its
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