aliases: []
Escher
(NE vampire spawn)
15
82
30 ft., fly 30 ft. (bat form)
16
16
16
11
10
16
Dexterity ++6, Wisdom ++3
Perception ++3, Stealth ++6
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
poison
charmed, exhaustion, frightened, poisoned
darkvision 120 ft., passive Perception 17
Common, Elvish
5 (1,800 XP)
+3
Escher regains 10 Hit Points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Escher takes radiant damage or damage from Holy Water, this trait doesn't function at the start of his next turn.
Escher regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
Escher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Escher has the following flaws:
Escher is a 4th-level spellcaster. His spellcasting ability is his Charisma (spell save DC 14, +6 to hit (16) with spell attacks). Escher has the following spells prepared:
Cantrips (at-will):
friends, Prestidigitation, Vicious Mockery
1st Level (4 slots):
Charm Person, Heroism, Sleep, dissonant whispers, Faerie Fire
2nd Level (3 slots):
Escher makes two attacks, only one of which can be a bite Attack.
Melee Weapon Attack: +6 to hit (16), reach 5 ft., one creature. Hit: 2d4 + 3 (8) slashing damage. Instead of dealing damage, Escher can grapple the target (escape DC 13).
Melee Weapon Attack: +6 to hit (16), reach 5ft., one target. Hit 2d6 + 3 (10) piercing damage
MeleeWeapon Attack: +6 to hit (16), reach 5 ft., one willing creature, or a creature that is Grappled by Escher, 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 Escher 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.
Escher can use a bonus action on his turn to target one creature within 30 feet of him. If the target can hear Escher, the atarget must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Escher's next turn.
While wielding his rapier, Escher adds 2 to his AC against one melee or ranged weapon attack that would hit him. If the attack misses, Escher can make one melee attack against the attacker if it is within his reach.