Kobold Vampire Spawn Species in KELLDORIA (DRAGON REALMS) | World Anvil
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Kobold Vampire Spawn

The Gnoll Vampire Tekeli-Li has a small number of Chillwind Kobold's that are vampire spawn minions to keep it company in The Caves of Hunger. The vampiric kobolds are terrified of the gnoll vampire and can't understand its commands, so they give Tekeli-Li a wide berth. These ravenous undead kobolds have a thirst for blood which tends to make them swarm one foe at a time.

Basic Information

Anatomy

Undead (Humanoid), Kobold:

Additional Information

Perception and Sensory Capabilities

  • Darkvision 60ft, and 
  • Passive Perception 11

Civilization and Culture

Major Language Groups and Dialects

Genetic Ancestor(s)
Origin/Ancestry
Undead (Vampire)

Kobold Vampire Spawn CR: 3 (700XP)

Small undead, neutral evil
Armor Class: 14
Hit Points: 39 (6D6+18)
Speed: 30 ft , climb: 20 ft

STR

10 +0

DEX

18 +4

CON

16 +3

INT

8 -1

WIS

8 -1

CHA

8 -1

Saving Throws: Dexterity +6, and Wisdom +1.
Skills: Perception +1, and Stealth +6.
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Senses: Darkvision 60ft, and Passive Perception 11.
Languages: Draconic, and Amorian (Northern Common).
Challenge Rating: 3 (700XP)

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.    

Unusual Nature

The vampire doesn't require Air.    

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.
 

Actions

Bite

Melee Weapon Attack: +6 To Hit, Reach 5ft, 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.  

Comments

Author's Notes

The Original Article from Icewind Dale Rime of The Frost Maiden (WoTc)


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