Vampire Noble
Medium Humanoid/Undead, Vampire Thrall, Bounty Hunter, Sea Gate Metropolitan, Level 12
HP: 161 (4d8, 5d10, 3d12)
DgC/BC: 19/13
Speed: Normal: 7
Initiative: 7
Carrying capacity: 80
Sanity: 7
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
1
STR
4
VIT
4
CHA
-1
INT
0
WIS
1
Skills
Acrobatics: 3, Allure: 2, Block: 3, Bluff: 1, Bravery: 1, Diplomacy: 4, Dodge: 5, Exertion: 4, Focus: 2, Hemocraft: 1, Insight: 3, Intimidation: 3, Life Force: 3, Medicine: 1, Nature: 1, Necromancy: 1, Perception: 4, Precision: 3, Resilience: 1, Sleight: 5, Society: 4, Stamina: 1, Stealth: 1, Toughness: 5
Specialisations
Barter: +2, Dodge Class: +2, Engineers Kit: +2, Initiative: +2, Knives: +1, Single Handed Attacks: +2, Tracking: +2
Languages
Common, Language Of Choice1
Abilities
Bloodlust. Once per turn, whenever Vampire Noble critically wounds a creature it can immediately make another attack costing no more than ◆◆. Critical hits on Vampire Noble's attacks deal 2 additional dice of damage. Whenever a creature Vampire Noble can see within 5 m of it dies Vampire Noble gains advantage on all attacks until the end of your next turn. Vampire Noble has advantage on all attacks against bloodied creatures.
Dual-Wielder. Vampire Noble is dual-wielding if it is holding 2 one handed weapons. Whenever Vampire Noble is dual-wielding and fully hits an attack with one of its weapons, its next attack with the other on the same turn is done with advantage. If it uses ◆◆◆ or more on attacks with one of the weapons in a single turn it can make an attack with the other, costing no more than ◆ as a free action. Whenever Vampire Noble takes Provoked Action with one of its weapons it can immediately make an attack action costing less AP with the other.
Evasive. Whenever a melee attack misses Vampire Noble it can perform Provoked Action against the attacker. Focus on Defence costs ◆ less to use to the minimum of ◆.
Hexblade. At the end of each of Vampire Noble's turns, if it spent ◆◆◆ or more attacking single target with a knife, that target must make Toughness(WIS) check equal to half of the total damage dealt, max 40, or gain one level of cursed for the next minute. Knife attacks against cursed creatures Vampire Noble makes deal additional 1d8 necrotic damage for each level of cursed the target has.
Master's Thrall. Vampire Noble cannot act against wishes of its master.
Vampire. Weakness to radiant damage. Whenever Vampire Noble drops to 0 HP it turns into a mist with 1 HP and immunity to all damage except for radiant and true damage. The mists has flying movement speed of 8 m. If mist returns to its coffin it turns back into a healthy Vampire Noble after 24 hours.
Reactions
◆, Whenever Vampire Noble would take half damage from a check that requires skill check: Evasive Manoeuvre. Vampire Noble takes no damage instead.
Equipment
1x Barbed Knife
Level 0 Weapon, Knife
Coating: 1
Brutal Pull-out. Whenever This creature fully hits with Barbed Knife it can use additional ◆ to deal additional 1d8 damage. The target must then make Toughness(VIT) check equal to the total damage taken during that attack or gain one level of bleeding.
◆, This creature is flanking the target: Backstab. Melee weapon attack. Sleight(AGI) to hit. 1d8 + AGI piercing damage.
◆: Stab. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI piercing damage.
◆◆◆: Quick Backstabs. Melee weapon attack. Make 4 Backstab attacks.
◆◆◆: Quick Stabs. Melee weapon attack. Make 4 stab attacks.
1x Leather Armour
Level 0 Armour, Light Armour
Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 12 Resilience(VIT) check to gain the benefits of the long rest.
10 min: Dress Or Undress. You dress or undress Leather Armour.