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Kjelle Harmed by Running Water.

The vampire takes 20 acid


damage if it ends its turn in running water.
Medium undead, NE
Stake to the Heart.
If a piercing weapon made of
Armor Class 16 wood is driven into the vampire's
heart while the
Hit Points 82 (11d8 + 33) vampire is incapacitated in its resting place,
the
Speed 30ft. vampire is paralyzed until the stake is removed.
Sunlight
Hypersensitivity. The vampire takes 20 radiant
STR DEX CON INT WIS CHA damage when it
starts its turn in sunlight. While in
sunlight, it has
disadvantage on attack rolls and
13 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 14 (+2) ability checks.
Saving throws Dexterity +6, Wisdom +5, Charisma +5 Spellcasting. Kjelle has the following spell prepared:
Skills Percaption +5, Stealth +6 Cantrip (at will): Chill touch, Ray of frost

Condition Immunities frightened, charmed, asleep 1° level (4 slots): Fog cloud, Jump, Magic missiile,
Damage resistances necrotic, bludgeoning, piercing and Shield, Sleep

slashing from non-magical weapons 2° level (3 slots): Mirror image, Scorching ray, Web

Senses darkvision 120ft., passive Perception 13 3° level (3 slots): Counterspell, Fireball, Hypnotic
Languages Umbral, Common, Primordial, Abissal pattern

Challenge 14 (3654 XP) 4° level (2 slots): Greater invisibility, Read memory

Preternatural speed. The vampire can use a bonus action Actions


to take the Dash or Disengage action. Multiattack. Kjelle can make 2 attacks, of witch just one
Regeneration. The vampire regains 10 hit points at the can be a bite attack.
start of its turn if it has at least 1 hit point and isn't in Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
sunlight or running water. If the vampire takes radiant creature. Hit: 7 (2d4 + 3) slashing damage. Instead of
damage or damage from holy water, this trait doesn't dealing damage, she can grapple the target (escape DC
function at the start of the vampire's next turn. 11).
Spider climb. The vampire can climb difficult surfaces, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
including upside down on ceilings, without needing to willing creature, or a creature that is grappled by the
make an ability check. vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)
Vampire weakness. The vampire has the following flaws: piercing damage plus 6 (2d6) necrotic damage.

The target's hit point maximum is reduced by an


Forbiddance. The vampire
can't enter a residence amount equal to the necrotic damage taken, and the
without an invitation from one of the
occupants. vampire regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest.

Vampire spawn Leap attack. If the vampire spawn jumps at least 10 feet
as part of its movement next to a creature, then hits it
Medium undead, NE
with a claw attack on the same turn, that target must
Armor Class 15 succeed on a DC 14 Strength saving throw or be
Hit Points 80(1d4 + 5) knocked prone and be stunned until the end of its
next
Speed 19ft. turn. If the target is prone and stunned, the
fleder can
make one bite attack against it as a bonus
action.

STR DEX CON INT WIS CHA Actions


18 (+4) 16 (+3) 18 (+4) 4 (-3) 12 (+1) 10 (+0) Multiattack. The vampire makes two attacks, only one of
which can be a bite attack.
Damage resistances bludgeoning, piercing and slashing Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
from non-magical weapon creature that is grappled by the vampire spawn,
Senses blindsight 60 ft., darkvision 120 ft., passive incapacitated or restrained. Hit: 8 (1d8 + 4) piercing
Perception 11 damage plus 6 (2d6) necrotic damage. The target's hit
Languages languages known in life point maximum is reduced by an amount equal to the
Challenge 12 (1823 XP) necrotic damage taken, and the vampire spawn regains
hit
points equal to that amount. The reduction lasts
Echolocation The vampire spawn can't use its until the target finishes a long rest.
blindsight while deafened.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one
Vampire weakness. While in sunlight, the vampire target. Hit: 10 (2d6 + 4) slashing damage.
Instead of
spawn is frightened and has disadvantage on all saving dealing damage, the vampire spawn can grapple the
throws. target (escape DC 14).

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