Falkenrath Marauder
The Falkenrath bloodline, concentrated more in Stensia than the Markov line, had a famous falconer (now dead) as its progenitor and remains associated with far-reaching activity and predation. Falkenrath vampires are the boldest in walking among humans, taking pleasure in choosing their victims from deep within human communities that consider themselves safe. Falkenrath elders are more likely to master powers of flight than those of other lines.
Among vampires, there has long been the belief that the urge to feed must be balanced by the poise of nobility. The Falkenrath has relinquished all pretense at nobility, losing themselves completely to their all-consuming thirst.
Falkenrath Marauder
The Falkenrath bloodline, concentrated more in Stensia than the Markov line, had a famous falconer (now dead) as its progenitor and remains associated with far-reaching activity and predation. Falkenrath vampires are the boldest in walking among humans, taking pleasure in choosing their victims from deep within human communities that consider themselves safe. Falkenrath elders are more likely to master powers of flight than those of other lines.
Among vampires, there has long been the belief that the urge to feed must be balanced by the poise of nobility. The Falkenrath has relinquished all pretense at nobility, losing themselves completely to their all-consuming thirst.
Armor Class | 18 (plate armor) | ||
---|---|---|---|
Hit Points | 14d8+56 | ||
Speed | 30 ft. | Fly 45 ft. | |
Strength | 18 (+4) | ||
Dexterity | 16 (+3) | ||
Constitution | 18 (+4) | ||
Intelligence | 11 (+0) | ||
Wisdom | 19 (+4) | ||
Charisma | 13 (+1) | ||
Saving Throws | Strength d20+8 | Dexterity d20+7 | |
Skills | Perception d20+8 | Survival d20+8 | |
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 18 | |
Languages | Any languages it knew in life | ||
Challenge | 10 (5,900 XP) | ||
Special 1 | Clawed Gauntlet | Whenever a creature attempts to escape the vampire's grapple and fails, | it automatically takes 2d4 slashing damage |
Special 2 | Haste | The vampire has an advantage on initiative rolls and doesn't provoke | an opportunity attack when it leaves an enemy's reach |
Special 3 | 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 | ||
Action 1 | Multiattack | The vampire makes three attacks, | only one of which can be a bite attack |
Action 2 | Bite | Melee Weapon Attack | d20+8 to hit |
Reach 5ft., one willing creature, | or a creature that is grappled by the vampire, | incapacitated, or restrained. | Hit 2d6+4 piercing damage |
plus 2d6 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 | Claw | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one creature | Hit 2d4+4 slashing damage. | Instead of dealing damage, | the vampire can grapple the target (escape DC 16) |
Action 4 | Longsword | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one creature | Hit 2d8+4 slashing damage, | and the vampire gains a number | of temporary hit points equal to the damage dealt |
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