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Progenie del Vampiro: differenze tra le versioni

Da D&D Next.
Reimport Monsters: Vampire Spawn (formattato)
 
Traduzione mostri: Vampire Spawn
Riga 2: Riga 2:
''Medium undead, neutral evil''
''Medium undead, neutral evil''


'''Armor Class''' 15 (natural armor)
'''[[:Categoria:Classi|classe]] Armatura''' 15 (natural armor)


'''Hit Points''' 82 (11d8+33)
'''Punti Ferita''' 82 (11d8+33)


'''Speed''' 30 ft.
'''Velocità''' 30 ft.


{| class="wikitable"
| STR     | DEX     | CON     | INT     | WIS     | CHA     |
! STR
|---------|---------|---------|---------|---------|---------|
| DEX
| 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) |
| CON
| INT
| WIS
| CHA
! ---------
| ---------
| ---------
| ---------
| ---------
| ---------
! 16 (+3)
| 16 (+3)
| 16 (+3)
| 11 (+0)
| 10 (+0)
| 12 (+1)
|}


'''Saving Throws''' Dex +6, Wis +3
'''Tiri Salvezza''' Dex +6, Wis +3


'''Skills''' Perception +3, Stealth +6
'''Abilità''' Percezione +3, Furtività +6


'''Damage Resistances''' necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
'''Danno Resistances''' necrotic; bludgeoning, piercing, and slashing from nonmagical attacks


'''Senses''' darkvision 60 ft., passive Perception 13
'''Senses''' darkvision 60 ft., passive Percezione 13


'''Languages''' the languages it knew in life
'''Linguaggi''' the languages it knew in life


'''Challenge''' 5 (1,800 XP)
'''Challenge''' 5 (1,800 XP)


****'''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 the vampire's next turn.
'''''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 the vampire's next turn.


'''**'''Spider Climb'''**'''. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
'''''Spider Climb'''''. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


'''**'''Vampire Weaknesses'''**'''. The vampire has the following flaws:
'''''Vampire Weaknesses'''''. The vampire has the following flaws:


''Forbiddance''. The vampire can't enter a residence without an invitation from one of the occupants.
''Forbiddance''. The vampire can't enter a residence without an invitation from one of the occupants.
Riga 57: Riga 40:
###### Actions
###### Actions


'''**'''Multiattack'''**'''. The vampire makes two attacks, only one of which can be a bite attack.
'''''Multiattack'''''. The vampire makes two attacks, only one of which can be a bite attack.


'''**'''Claws.'''**''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
'''''Claws.''''' ''Arma da Mischia Attacco:'' +6 to hit, reach 5 ft., one creature. ''Colpito:'' 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).


'''**'''Bite'''****. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. ''Hit:'' 6 (1d6+3) piercing damage plus 7 (2d6) 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 this effect reduces its hit point maximum to 0.
'''''Bite'''''. ''Arma da Mischia Attacco:'' +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. ''Colpito:'' 6 (1d6+3) piercing damage plus 7 (2d6) 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 this effect reduces its hit point maximum to 0.


{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Originale: Vampire Spawn -->

Versione delle 15:07, 3 lug 2026

Vampire Spawn

Medium undead, neutral evil

classe Armatura 15 (natural armor)

Punti Ferita 82 (11d8+33)

Velocità 30 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) |

Tiri Salvezza Dex +6, Wis +3

Abilità Percezione +3, Furtività +6

Danno Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60 ft., passive Percezione 13

Linguaggi the languages it knew in life

Challenge 5 (1,800 XP)

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 the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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 ends 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.

            1. Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Arma da Mischia Attacco: +6 to hit, reach 5 ft., one creature. Colpito: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Arma da Mischia Attacco: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Colpito: 6 (1d6+3) piercing damage plus 7 (2d6) 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 this effect reduces its hit point maximum to 0.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.