Vampire Spawn

Level 4 Band Harrier
Undead, Vampire EV 6
Stamina 30 Immunity corruption 4, poison 4
Speed 5 (climb) Size 1M / Stability 0
Free Strike 2

Might

2

Agility

3

Reason

-1

Intuition

1

Presence

2

Exsanguinating Bite 2d10 + 3

Melee, Strike, Weapon Signature Action
Melee 1 1 creature or object
≤11: 5 damage 12—16: 7 corruption damage;
M<2 bleeding (save ends)
17+: 9 corruption damage;
M<3 bleeding (save ends)
Effect:

The vampire spawn regains Stamina equal to the corruption damage they deal.

1 Malice:

The target takes an additional 3 corruption damage.

Vampiric Celerity

Maneuver
Self Self
Effect:

The vampire spawn shifts 1 and then moves up to their speed. The next ability the vampire uses before the start of their next turn has an edge.

Unslakable Bloodthirst

The vampire spawn has a speed of 10 while a creature is bleeding within 10. The vampire spawn must strike a bleeding creature on their turn if they are able to.

Report Issue

You must be logged in to report an issue.

Log in
  1. Undead Malice


    1. Paranormal Fling

      3 Malice
      1. Up to three objects on the encounter map that aren’t held or tethered to the ground float 1 square off the ground. Each object is then pulled 5 squares toward the nearest enemy within 3 squares of the object.

    2. Abyssal Rift

      5 Malice
      1. Ravenous and rotting undead arms burst forth from 9 connected squares of a vertical or horizontal surface. A creature who ends their turn adjacent to an affected square makes an Agility test.

      2. ≤11: 5 damage;
        restrained (save ends)
        12—16: 5 damage;
        restrained (EoT)
        17+: 5 damage
      3. A creature who starts their turn restrained by the arms takes 1d6 damage.

    3. Dread March

      7 Malice
      1. Each undead creature in the encounter moves up to their speed and makes a free strike. If an undead creature is reduced to Stamina 0 during this dread march, they don’t die until their movement and attacks are resolved.

    4. Intensity Tally

      1. At the end of each round, keep an intensity tally of the number of living heroes not adjacent to one or more undead creatures. When the tally reaches the number of heroes in the encounter, you can spend malice to activate the following feature.

        Ravenous Horde (3 Malice) Each living hero in the encounter is beset by two winded rotting zombies who burst out of unoccupied spaces 4 squares away. The number of rotting zombies increases to three per hero when three or fewer heroes remain alive in the encounter. The intensity tally resets to 0.

    Report Issue

    You must be logged in to report an issue.

    Log in
  2. Undead Malice (Level 4+)


    1. Prior Malice Features

      X Malice
      1. The undead activates a malice feature available to undead level 3 or lower.

    2. Blood Hunger

      5 Malice
      1. As a part of the next signature action used on a bleeding creature, all undead creatures within 5 can move up to their speed and make a free strike on the same target.

    Report Issue

    You must be logged in to report an issue.

    Log in