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AideDeJeu/Data/HD/srd_monsters_vampire_spawn.md
2019-04-14 20:42:13 +02:00

11 KiB

Family Type Size Alignment ArmorClass HitPoints Speed Strength Dexterity Constitution Intelligence Wisdom Charisma SavingThrows Skills DamageResistances Senses Languages Challenge Id ParentLink Name ParentName NameLevel AltName Attributes AttributesDictionary
MonsterVO undead Medium neutral evil 15 (natural armor) 82 (11d8 + 33) 30 ft. 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) Dex +6, Wis +3 Perception +3, Stealth +6 necrotic; bludgeoning, piercing, and slashing from nonmagical attacks darkvision 60 ft., passive Perception 13 the languages it knew in life 5 (1800 XP) monsters_vo.md#vampire-spawn monsters_vo.md#monsters-npc-and-animals Vampire Spawn Monsters, NPC and Animals 1 [Vampirien](hd_monsters_vampirien.md)
Name Markdown AltName Size Type Alignment ArmorClass HitPoints Speed Strength Dexterity Constitution Intelligence Wisdom Charisma SavingThrows Skills Senses Languages Challenge DamageResistances
Vampire Spawn # <!--Name-->Vampire Spawn<!--/Name--> - CEO: <!--AltName-->[Vampirien](hd_monsters_vampirien.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->82 (11d8 + 33)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Wis +3<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +3, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> ## Special Features **_Regeneration_**. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. 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. **_Spider Climb_**. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Vampire Weaknesses_**. The vampire has the following flaws: **_Forbiddance_**. The vampire can't enter a residence without an invitation from one of the occupants. **_Harmed by Running Water_**. The vampire takes 20 acid damage when it ends its turn in running water. **_Stake to the Heart_**. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. **_Sunlight Hypersensitivity_**. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ## Actions **_Multiattack_**. The vampire makes two attacks, only one of which can be a bite attack. **_Claws_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. _Hit_: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit_: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. [Vampirien](hd_monsters_vampirien.md) Medium undead neutral evil 15 (natural armor) 82 (11d8 + 33) 30 ft. 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) Dex +6, Wis +3 Perception +3, Stealth +6 darkvision 60 ft., passive Perception 13 the languages it knew in life 5 (1800 XP) necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Name: Vampire Spawn Markdown: >+ # <!--Name-->Vampire Spawn<!--/Name--> - CEO: <!--AltName-->[Vampirien](hd_monsters_vampirien.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->82 (11d8 + 33)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Wis +3<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +3, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> ## Special Features **_Regeneration_**. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. 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. **_Spider Climb_**. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Vampire Weaknesses_**. The vampire has the following flaws: **_Forbiddance_**. The vampire can't enter a residence without an invitation from one of the occupants. **_Harmed by Running Water_**. The vampire takes 20 acid damage when it ends its turn in running water. **_Stake to the Heart_**. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. **_Sunlight Hypersensitivity_**. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ## Actions **_Multiattack_**. The vampire makes two attacks, only one of which can be a bite attack. **_Claws_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. _Hit_: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit_: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. AltName: '[Vampirien](hd_monsters_vampirien.md)' Size: Medium Type: undead Alignment: neutral evil ArmorClass: 15 (natural armor) HitPoints: 82 (11d8 + 33) Speed: 30 ft. Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 11 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) SavingThrows: Dex +6, Wis +3 Skills: Perception +3, Stealth +6 Senses: darkvision 60 ft., passive Perception 13 Languages: the languages it knew in life Challenge: 5 (1800 XP) DamageResistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

 Monsters, NPC and Animals


Vampire Spawn

  • CEO: Vampirien
  •  Medium undead, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
  • Saving Throws Dex +6, Wis +3
  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge 5 (1800 XP)
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Special Features

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. 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.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.

Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.