뱀파이어 친숙한
중형 또는 소형 휴머노이드, 중립 악
AC 15 우선권 +5 (15)
HP 65 (10d8 + 20)
속도 30 피트, 30 피트 상승.
모드 저장 모드 저장 모드 저장
근력 17 | +3 | +3 | 민첩 16 | +3 | +5 | 건강 15 | +2 | +2 |
지능 10 | +0 | +0 | Wis 10 | +0 | +2 | 매력 14 | +2 | +2 |
스킬 지각 +4, 설득 +4, 은신 +7
괴사 저항
매혹 면역 (뱀파이어 마스터 제외)
장비 단검 (10)
감각 암시야 60피트; 지속 효과 지각 14개 언어 평범 + 다른 언어 1개 CR 3(XP 700, PB +2)
특성
액션
=== 다중 공격. 친숙한 존재가 엄브랄 다그거 공격을 두 번 시도합니다.
엄브럴 단검. 근접 또는 원거리 공격 주사위: 5, 사거리 5피트 또는 사정거리 20/60피트 적중: 5 (1d4 + 3) 관통 피해 + 7 (3d4) 사령 피해. 만약 대상가
가 이 공격으로 명중 포인트가 0으로 감소하면, 대상는 안정가 되지만 1시간 동안 중독된 상태이상를 가집니다. 중독된 상태이상 상태인 동안 대상은 마비된 상태이상 상태입니다.
보너스
Vampire Familiar
Medium or Small Humanoid, Neutral Evil
AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 17 | +3 | +3 | Dex 16 | +3 | +5 | Con 15 | +2 | +2 |
Int 10 | +0 | +0 | Wis 10 | +0 | +2 | Cha 14 | +2 | +2 |
Skills Perception +4, Persuasion +4, Stealth +7
Resistances Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14 Languages Common plus one other language CR 3 (XP 700; PB +2)
Traits
Actions
Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target
is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.
Bonus Actions
Vampire Spawn
Medium or Small Undead, Neutral Evil
AC 16 Initiative +3 (13)
HP 90 (12d8 + 36)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 | +3 | +3 | Dex 16 | +3 | +6 | Con 16 | +3 | +3 |
Int 11 | +0 | +0 | Wis 10 | +0 | +3 | Cha 12 | +1 | +1 |
Skills Perception +3, Stealth +6
Resistances Necrotic
Senses Darkvision 60 ft.; Passive Perception 13 Languages Common plus one other language CR 5 (XP 1,800; PB +3)
Traits
Forbiddance. The vampire can’t enter a residence with- out an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapaci- tated condition.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Dis- advantage on attack rolls and ability checks.
Actions
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4
+ 3) Piercing damage plus 10 (3d6) Necrotic dam- age. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Bonus Actions
Vampire
Medium or Small Undead, Lawful Evil
AC 16 Initiative +14 (24)
HP 195 (23d8 + 92)
Speed 40 ft., Climb 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 | +4 | +4 | Dex 18 | +4 | +9 | Con 18 | +4 | +9 |
Int 17 | +3 | +3 | Wis 15 | +2 | +7 | Cha 18 | +4 | +9 |
Skills Perception +7, Stealth +9
Resistances Necrotic
Senses Darkvision 120 ft.; Passive Perception 17 Languages Common plus two other languages CR 13 (XP 10,000, or 11,500 in lair; PB +5)
Traits
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Para- lyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Forbiddance. The vampire can’t enter a residence with- out an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Dis- advantage on attack rolls and ability checks.
Actions
+9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target’s Hit Point maximum
decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Per- son, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged.
While in mist form, the vampire can’t take any ac- tions, speak, or manipulate objects. It is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. It has Resistance to all damage, ex- cept the damage it takes from sunlight.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcast- ing ability (spell save DC 17). The vampire can’t take this action again until the start of its next turn.