It's been a while since I've statted something from the Weekly World News. This headline stuck out to me recently and I knew I had to "gamify" it. I will either use these as secret servants of a vampire in a Carbide City game, though they'd also be great for a campier 80's Horror/Tunnel of Terror session.
Vampire Squirrels
Armor Class: 15 (Natural Armor)
Hit Points: 27 (5d4+15)
Speed: 30 ft.
Challenge: 1 (200 XP)
Saving Throws: Dex +5
Skills: Acrobatics +5, Perception +3, Stealth +5,
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from non-silvered weapons.
Damage Vulnerabilities: Silver
Senses: Darkvision 30 ft., passive Perception 13
Languages: understands vampire and English
Unique Traits
Dexterous: The vampire squirrel has advantage on all Dexterity saves.
Regeneration: The vampire squirrel regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire squirrel takes radiant, silver, or garlic, damage this trait doesn't function at the start of its next turn.
Keen Senses: The vampire squirrels have advantage on Wisdom (Perception) checks that rely on smell or hearing.
Disease Immunity: The vampire squirrel is immune to all mundane diseases.
Vampire Weaknesses: The vampire squirrel has the following flaws:
Forbiddance: The vampire squirrel can't enter residences unless it is owned by its master.
Harmed by Running Water: The vampire squirrel take 20 acid damage when it ends its turn in running water.
Stake to the Heart: The vampire squirrel is destroyed if a piercing weapon made of wood or silver is driven into its hearts while it is incapacitated in its resting place.
Sunlight Hypersensitivity: The vampire squirrel take 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.
Actions
Multiattack: The vampire squirrel makes two attacks, only one of which can be a bite attack.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 slashing damage. Instead of dealing damage, the vampire squirrel can latch on to the target. Once they latch on to a target they can only be removed by a successful Strength (Athletics) check (DC 12).
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
willing creature, or a creature that the vampire squirrel has latched on to, is incapacitated or restrained. Hit: 4 piercing damage plus 3 (1d6) necrotic damage. The target's
hit point maximum is reduced by an amount equal to the necrotic damage taken,
and the vampire squirrel 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.
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