Kassoon

This is homebrew, submitted by a member of the community.

Kobold Vampire Spawn

Kobold Vampire Spawn

Small undead, neutral evilSmall undead, neutral evil
Armor Class 1414
[~<13]
+/-/*
Hit Points 39 (6d6+18)39 ([6d6+18])
[~1-6]
Speed 30 ft., climb 20 ft.30 ft., climb 20 ft.

STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)

Token URL:
Saving Throws Dex +6, Wis +1 Dex [+6], Wis [+1]
Skills Perception +1, Stealth +6 Perception [+1], Stealth [+6]
Damage Vulnerabilities
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 11darkvision 60 ft., passive Perception 11
Languages Common, DraconicCommon, Draconic
PB +2
Challenge 3 (700 XP)

[+instructions]

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 starts 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.

Unusual Nature. The vampire doesn't require air.

Pack Tactics. The vampire has advantage on an attack roll against a creature if at least one of the vampire's allies is within 5 feet of the creature and the ally isn't incapacitated.

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 its next turn.

[b]Vampire Weaknesses.[/b] The vampire has the following flaws:

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

[b]Harmed by Running Water.[/b] The vampire takes 20 acid damage when it starts its turn in running water.

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

[b]Sunlight Hypersensitivity.[/b] 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.

[b]Unusual Nature.[/b] The vampire doesn't require air.

[b]Pack Tactics.[/b] The vampire has advantage on an attack roll against a creature if at least one of the vampire's allies is within 5 feet of the creature and the ally isn't incapacitated.

[b]Regeneration.[/b] 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 its next turn.

Actions

[~Hit +2, DC <13, DPR 0-1]

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4+4) piercing damage plus 5 (2d4) 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 its hit point maximum is reduced to 0.

[b]Bite.[/b] Melee Weapon Attack: [+6] to hit, reach 5 ft., one creature. Hit: 6 ([1d4+4]) piercing damage plus 5 ([2d4]) 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 its hit point maximum is reduced to 0.

Legendary Actions

 

Details

 
Source Icewind Dale: Rime of the Frostmaiden p. 297
 
Environments Cave
 
Tactics
 
Roles | | | | | | | | | |

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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