Buddy

From Hökaland Wiki
Jump to navigation Jump to search

Buddy is Bigwig's companion and mount. In Barovia he has received a "buff".

Stats

Vampire mastiff

Medium undead, unaligned

AC 16 (chain shirt barding)

Hit Points 46 (6d8 + 18)

Initiative +3

STR 16 +3 DEX 16 +3 CON 16 +3 INT 3 -4 WIS 12 +1 CHA 10 +0

Saving Throws DEX +5, WIS +3

Skills Perception +3, Stealth +5

Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses Darkvision 60 ft., Passive Perception 13

Languages --

Challenge 1 (200 XP)

Proficiency Bonus +2

Keen Hearing and Smell. The vampire mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Regeneration. The vampire mastiff regains 5 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.

pider 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 mastiff takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire mastiff 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 mastiff 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 mastiff makes two attacks, only one of which can be a bite-drain attack.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If knocked prone, the vampire mastiff may automatically grapple the target. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite-drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire mastiff, incapacitated, or restrained. Hit: 6 (1d6 + 3) 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 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.


House Rules* & Roleplaying nav.. (e)

Primary


RP Intro
Introduction
DnD 5e
Pathfinder 2e
Pathfinder
DnD 3.5
Healing
Environment
Knowledge
Links


Character


Classes
Races
Feats


Specific


Healing
Fatigue
Hexploration
Travel
Starvation


Hero Points
Languages
Magic items
Item
Prices
Spells


New Concepts


Cryptography


Production


Links
Generators
Glossary
Kingdom creation
Worldcraft


Minis


Campaigns


CoS 2
CoS 1
IPO
Escape
PF2
Coin & Blood
English
Expectations


Players*


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Sparks
Spell Trickery
Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork