Doru

(NE Undead)
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Playing Doru

  • He's starved for blood and will attack a lone character
    • If the PCs approach as a group, he does his best to avoid while hissing, "I can smell your blood!"
      • If they cut off his escape, he lunges forth and attacks
  • He's starving, but can't die as a vampire; he's in a lot of pain
    • a pint of blood isn't enough
    • if they offer him some of their blood, it'll lead to battle when his thirst takes over his sanity
  • If the PCs restrain and either:
    • promise him blood or
    • threaten to destroy him or
    • kill him and raise him from the dead
    • Then, he will recount the events that led to his downfall

History/Info

From Donavich:

History/Info

  • A little over a year ago his son, Doru, and several other villagers stormed Castle Ravenloft (K) in revolt
    • having been lured there by a wizard in black robes who came to Barovia from a faraway land
  • By all accounts, the wizard died by Strahd's hand and so too did Doru
  • Doru returned to his father as a vampire spawn

What They Want

  • He wants to eat; he's starved of blood
  • He'll go back to Strahd if released
    • He'll flee to Ravenloft, finding wolves/deer on the way for blood

What They Know

  • He knows that the Mad Mage escaped into the woods
    • He'll tell the PCs under the conditions above

Relations

Father: Donavich

Stat Block

Vampire Spawn

Medium, undead, , neutral evil
Armor Class

15

Hit Points

81

Speed

30 ft.

Str

16

(+3)
Dex

16

(+3)
Con

16

(+3)
Int

11

(+0)
Wis

10

(+0)
Cha

12

(+1)
Saves

Dexterity +6, Wisdom +3

Skills

Perception +3, Stealth +6

Damage Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Senses

darkvision 60 ft., passive Perception 13

Languages

the languages it knew in life

Challenge

5 (1,800 XP)

Proficiency Bonus

+3

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.

Actions

Multiattack

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

Bite

Melee Weapon Attack: +6 to hit (16), reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 1d6 + 3 (6) piercing damage plus 2d6 (7) 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.

Claws

Melee Weapon Attack: +6 to hit (16), reach 5 ft., one creature. Hit: 2d4 + 3 (8) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Doru