Vampyr, Vampyr Form 5e
Den har fordele med hensyn til styrke, behændighed og forfatningssparende kast, og den er immun over for alle ikke-magiske skader, undtagen skader, den tager fra sollys. Legendarisk modstand: Hvis vampyren fejler et redningskast, kan den vælge at lykkes i stedet for. Misty Escape: Når den falder til 0 hitpoints uden for sit hvilested, forvandler vampyren sig til en sky af tåge som i Shapechanger-trækket i stedet for at falde bevidstløs, forudsat at den ikke er i sollys eller rindende vand. Hvis det ikke kan forvandle sig, bliver det ødelagt. Selvom den har 0 hitpoint i tågeform, kan den ikke vende tilbage til sin vampyrform, og den skal nå sit hvilested inden for 2 timer eller blive ødelagt. Når den først er på sit hvilested, vender den tilbage til sin vampyrform. Den er derefter lammet, indtil den genvinder mindst 1 hit point. Efter at have tilbragt 1 time på sit hvilested med 0 hitpoint, genvinder den 1 hitpoint. Spider klatring: Vampyren kan klatre på vanskelige overflader, inklusive på hovedet på lofter, uden at skulle foretage et evnetjek.
Vampyrs svagheder: Vampyren har følgende fejl: Forbud. Skadet af rindende vand. Vampyren tager 20 syreskader, hvis den ender sin tur i rindende vand. Indsats til hjertet. Hvis et gennemborende våben lavet af træ bliver drevet ind i vampyrens hjerte, mens vampyren er uarbejdsdygtig på sit hvilested, bliver vampyren lammet, indtil pælen er fjernet.
Vampire, Vampire Form 5e statistik
Sollys overfølsomhed. Vampyren tager 20 strålende skader, når den starter sin tur i sollys. Mens den er i sollys, har den ulemper ved angrebsruller og evnetjek. Målets maksimum for hitpoint reduceres med et beløb svarende til den nekrotiske skade, der er taget, og vampyren genvinder hitpoint svarende til denne mængde. Reduktionen varer indtil målet afslutter en lang pause. Målet dør, hvis denne effekt reducerer sit hit point maksimum til 0. En humanoid dræbt på denne måde og derefter begravet i jorden rejser sig den følgende nat som en vampyr gyder under vampyrens kontrol. Charme: Vampyren angriber én menneskelignende, den kan se inden for 30 fod fra den. Hvis målet kan se vampyren, skal målet lykkes med et DC 17 Wisdom-redningskast mod denne magi eller blive charmeret af vampyren. Det charmerede mål betragter vampyren som en betroet ven, der skal tages hensyn til og beskyttes. Selvom målet ikke er under vampyrens kontrol, tager det vampyrens anmodninger eller handlinger på den mest fordelagtige måde, det kan, og det er et villigt mål for vampyrens bitangreb.
Hver gang vampyren eller vampyrens kammerater gør noget skadeligt for målet, kan den gentage redningskastet og afslutte effekten på sig selv med en succes.
Vampire, Vampire Form 5e Stats Monster & Creature DnD () Guide
The dodge skill is explained as being a movement option that will allow you to avoid enemy attacks. However, continuously dodging is actually a faster way to move and will get you from point A to point B as fast as the game allows! While you may be eager to get out into battle with your newfound skills and rush into combat, remember that defense is at LEAST half of the battle. Learning how to dodge effectively and when to use Blood Barrier and Coagulation, as well as stamina management, is going to play a major role in being successful in Vampyr. With that being said, don't put too much of your XP into your offensive skills. Instead, spread your XP out evenly between offense and defense to increase your odds of survival during your journey! Going through the game without killing can have its challenging moments due to the lack of XP gain. You will gain 50 XP for every citizen that you heal, every night that you heal them. This may seem like a small amount of XP, but it definitely adds up later on in the game, when diseases are spreading like wildfire and you are healing people per night.
This more for people trying to run through the game as fast as possible. During certain points in the game, it will have you follow a blood path to a destination. The path, however, is usually not the quickest way to get to your destination. You can simply take the quicker path, and get to where you need to be faster, and not need to worry about following the path that the game sets for you. This is going to be a somewhat controversial tip, so before you get upset that this is in this guide, remember that this is completely optional, I am just including it for people who may be interested for some reason or another. Yes, this does technically break the game and make it almost unlosable. The way that the enemies' attention works in Vampyr is in that of a circle. Once you leave this circle, they completely forget that you exist and slowly walk back to their "base" as I have come to call it. The thing about this circle is that it never moves.
Even if the enemy itself does.
Tips and Tricks
What this means, is that you can drag an enemy out to the edge of their circle, and just sit there and win. Once you leave the circle, they will stop attacking you, turn around, and walk away, giving you a perfect opportunity to hit them for free. The enemy will then turn around and try to attack you This can be done on any enemy in the game that isn't in a confined area. This means that certain bosses are also vulnerable to this exploit.