Lorde Vampiro Umbral
Médio Morto-vivo · ND 15
Classe de Armadura 16
Pontos de Vida 187 (22d8 + 88)
Deslocamento 12 m (40 ft)
| FOR | DES | CON | INT | SAB | CAR |
|---|---|---|---|---|---|
| 20 (+5) | 18 (+4) | 18 (+4) | 19 (+4) | 16 (+3) | 21 (+5) |
Testes de Resistência SAB +8, CAR +10, FOR +10, DES +9
Imunidades a dano frio, necrótico
Imunidades a condição enfeitiçado
Perícias Arcanismo +9, Furtividade +9, Percepção +13
Bônus de Proficiência +5
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless it is in running water or sunlight. If it can't teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Points.
Vampire Weakness. The vampire has these weaknesses: The vampire can't enter a residence without an invitation from an occupant. The vampire takes 20 Acid damage if it ends its turn in running water. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Ações
Multiataque. A criatura faz 2 ataques.
Grave Strike. Ataque com Arma: +10 para acertar, alcance 1,5 m, um alvo. Acerto: 1d8 + 5 de dano cortante mais 3d8 de dano necrótico.
Sickening Ray. Ataque com Arma: +10 para acertar, alcance 36 m, um alvo. Acerto: 2d10 + 5 de dano necrótico.
Ações Lendárias
3 por rodada — as descrições não vieram no import.