Vampire Cookie (Cookie Run Supplement)

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Vampire Cookie[edit]

Tiny humanoid (Transforming Cookiefolk), chaotic neutral


Armor Class 15 (natural armor)
Hit Points 110 (20d4 + 60)
Speed 30 ft., Fly 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 18 (+4) 20 (+5) 20 (+5)

Skills Perception +7, Stealth +9
Damage Vulnerabilities radiant
Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses Darkvision 120 ft., passive Perception 14
Languages Common, Cookian
Challenge 15 (13,000 XP)


Shapechanger. If Vampire Cookie isn't in sunlight or running water, he can use its action to polymorph into a Diminutive bat or a Tiny cloud of mist, or back into his true form. While in bat form, Vampire Cookie can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. It reverts to his true form if he dies. While in mist form, Vampire Cookie can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through holy water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage it takes from sunlight.

Regeneration. Vampire Cookie regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or holy water. If Vampire Cookie takes radiant damage or damage from holy water, this trait doesn't function at the start of Vampire Cookie's next turn.

ACTIONS

Multiattack. Vampire Cookie makes two attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vampire Cookie, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vampire Cookie regains hit points equal to that amount.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Vampire Cookie can grapple the target (escape DC 18).

Charm. Vampire Cookie targets one humanoid he can see within 30 feet of it. If the target can see Vampire Cookie, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Vampire Cookie. The charmed target regards Vampire Cookie as a trusted friend to be heeded and protected. Although the target isn't under Vampire Cookie's control, it takes Vampire Cookie's requests or actions in the most favorable way it can, and it is a willing target for Vampire Cookie's bite attack. Each time Vampire Cookie or his companions do anything harmful to the target, he can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Vampire Cookie is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.


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Vampire Cookie. Devsisters

The Witch, busy from baking several Cookies at once, had forgotten to use her favorite high quality grapes. So, she stored them in oak barrels and let it age for a long, long time. And with that special grape juice, she made Vampire Cookie. It was difficult for Vampire Cookie to wake up at first, due to the 10% of strong grape juice it contained. Unlike the other Cookies, he does nothing but relax and enjoy life. He wasn't even bothered by the heat of the oven and only escaped because his sister Alchemist Cookie dragged him outside. With his pale face and smug posture, he likes to relax with a nice glass of grape juice and ponder the meaning of life.


Vampire Jellywalker Variant[edit]

Tiny humanoid (Transforming Jellywalker), chaotic evil


Armor Class 15 (natural armor)
Hit Points 150 (20d4 + 100)
Speed 30 ft., Fly 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 13 (+1) 15 (+2) 13 (+1)

Skills Perception +7, Stealth +9
Damage Vulnerabilities radiant
Damage Immunities necrotic, acid, force, bludgeoning, piercing, slashing, all from non magical weapons
Senses Darkvision 120 ft., passive Perception 14
Languages
Challenge 15 (13,000 XP)


Shapechanger. If Vampire Jellywalker isn't in sunlight or running water, he can use its action to polymorph into a Diminutive bat or a Tiny cloud of mist, or back into his true form. While in bat form, Vampire Jellywalker can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. It reverts to his true form if he dies. While in mist form, Vampire Jellywalker can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through holy water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage it takes from sunlight.

Regeneration. Vampire Jellywalker regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or holy water. If Vampire Jellywalker takes radiant damage or damage from holy water, this trait doesn't function at the start of Vampire Jellywalker's next turn.

ACTIONS

Multiattack. Vampire Jellywalker makes two attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vampire Jellywalker, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vampire Jellywalker regains hit points equal to that amount.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Vampire Jellywalker can grapple the target (escape DC 18).

Charm. Vampire Jellywalker targets one humanoid he can see within 30 feet of it. If the target can see Vampire Jellywalker, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Vampire Jellywalker. The charmed target regards Vampire Jellywalker as a trusted friend to be heeded and protected. Although the target isn't under Vampire Jellywalker's control, it takes Vampire Cookie's requests or actions in the most favorable way it can, and it is a willing target for Vampire Jellywalker's bite attack. Each time Vampire Jellywalker or his companions do anything harmful to the target, he can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Vampire Jellywalker is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.


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Vampire Jellywalker. Devsisters
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