Falkenrath Noble
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 have relinquished all pretense at nobility, losing themselves completely to their all-consuming thirst.
Falkenrath Noble
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 have relinquished all pretense at nobility, losing themselves completely to their all-consuming thirst.
Armor Class | 15 | ||
---|---|---|---|
Hit Points | 10d8+50 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 18 (+4) | ||
Dexterity | 20 (+5) | ||
Constitution | 18 (+4) | ||
Intelligence | 12 (+1) | ||
Wisdom | 17 (+3) | ||
Charisma | 14 (+2) | ||
Saving Throws | Dexterity d20+8 | ||
Skills | Deception d20+5 | Perception d20+6 | |
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 16 | |
Languages | Any languages it knew in life | ||
Challenge | 6 (2,300 XP) | ||
Special 1 | Flyby | The vampire doesn't provoke an opportunity attack when it flies out of an enemy's reach | |
Special 2 | Life Leech | When the vampire reduces a creature to 0 hit points, | it gains a number of temporary hit points equal to the damage dealt, |
and gains a cumulative +1 bonus to all damage rolls until the end of its next long rest | |||
Special 3 | 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 | ||
Action 1 | Mutiattack | The vampire makes two 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 3d6+4 piercing damage |
plus 3d6 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 | Claw | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one creature | Hit 1d6+4 slashing damage. | Instead of dealing damage, the vampire can | grapple the target (escape DC 16). |
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