Bloodcrazed Neonate
Though most of the vampires of Innistrad fashion themselves as gentrified nobility, calm and collected in their manners of feeding, at heart they hold feral instincts just as dangerous and primal as Innistrad's wereolves. Though more wizened vampires might be able to withhold these instincts, those newly tuned have far more trouble controlling their thirst for blood.
Lost in Bloodlust Newly-spawned vampires can often grappled with their new status as one of the undead, refusing to drink the blood of people they once knew as friends and neighbors. Though noble, a neonate who withholds often risks slipping into the Bloodcraze- a powerful, irresistible call from the dark and primal side of a vampire, which pushes them to feed in an all out frenzy. During a grip of the Bloodcraze, a vampire will strike indiscriminately, and almost always drain a target entirely of the ruby-liquid flowing thorough their veins.
Bloodcrazed Neonate
Though most of the vampires of Innistrad fashion themselves as gentrified nobility, calm and collected in their manners of feeding, at heart they hold feral instincts just as dangerous and primal as Innistrad's wereolves. Though more wizened vampires might be able to withhold these instincts, those newly tuned have far more trouble controlling their thirst for blood.
Armor Class | 13 | ||
---|---|---|---|
Hit Points | 8d8+24 | ||
Speed | 40 ft. | ||
Strength | 16 (+3) | ||
Dexterity | 16 (+3) | ||
Constitution | 16 (+3) | ||
Intelligence | 8 (-1) | ||
Wisdom | 13 (+1) | ||
Charisma | 9 (-1) | ||
Damage Vulnerabilities | Radiant | ||
Damage Resistances | Necrotic | Bludgeoning | Piercing |
Slashing from nonmagical attacks not made | with weapons crafted from living wood | ||
Senses | Darkvision 60 ft. | Passive Perception 11 | |
Languages | Any language it knew in life | ||
Challenge | 2 (450 XP) | ||
Special 1 | Destructive | The vampire can't take the Disengage, or Hide actions. | At the start of each of its turns, |
if the vampire didn't deal damage to a creature last turn, | it automatically takes 1d6 damage | ||
Special 2 | Regeneration | The vampire regains 5 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 | ||
Special 3 | Spider Climb | The vampire can climb difficult surfaces, | including upside down on ceilings, |
without needing to make an ability check | |||
Action 1 | Multiattack | The vampire makes three attacks, | only two of which can be a bite attack |
Action 2 | Bite | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one willing creature, | or a creature that is grappled by the vampire, incapacitated, or restrained | Hit 1d6+3 piercing damage | plus 1d6 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 | |||
Action 3 | Claws | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one creature | Hit 2d4+3 slashing damage. | Instead of dealing damage, the vampire | can grapple the target (escape DC 13) |
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