Brutal Critical. The tattooed thrall rolls one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Danger Sense. The tattooed thrall has advantage on Dexterity saving throws against effects it can see while it is not blinded, deafened, or incapacitated. Feral Instinct. The tattooed warrior has advantage on iniative rolls. Reckless. At the start of its turn, the tattooed warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Regeneration. The tattooed warrior regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the tattooed thrall takes radiant damage or damage from holy water, this trait doesn't function at the start of the tattooed thrall's next turn. Tattoo of Sins (Recharge 5-6). The tattooed warrior can choose to activate any one of its tattoos, causing it to glow, emitting 5 feet of dim light if uncovered by clothing, and granting special abilities dependent on the tattoo chosen. Once a tattoo has been activated, no others can be used until this ability recharges. Vampire Weaknesses. The tattooed thrall has the following flaws: Stake to the Heart. The tattooed warrior 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 tattooed thrall takes 3d6 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The tattooed thrall makes two attacks, only one of which can be a bite attack. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage. Instead of dealing damage, the tattooed thrall can grapple the target (escape DC 14). Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the tattooed thrall, incapacitated, or restrained. Hit: 10 (1d6 + 7) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the tattooed thrall 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. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be infected with a disease called vampirism. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a vampire spawn, and is charmed by the tattooed thrall. Although the target isn't under the tattooed thrall's control, it takes the tattooed thrall's requests or actions in the most favorable way it can, and it is a willing target for the tattooed thrall's bite attack. Each time the tattooed thrall or any of its companions do anything harmful to the target, it can make a DC 13 Wisdom saving throw, ending the effect on itself on inself on a success. Otherwise, the effect lasts until the tattooed thrall is destroyed or takes a bonus action to end the effect. Tattoo of Sins: Lust. A creature the tattooed thrall chooses, in which both the tattooed thrall and the creature can see each other, must pass a Wisdom saving throw of DC 11 or be charmed by the tattooed thrall for 1 hour. Creatures charmed by this effect believe the tattooed thrall to be their true love if the tattooed thrall is someone they would normally be attracted to. They lose charm if attacked by the tattooed thrall and understand that they were charmed by the tattooed thrall once the effect ends.
Rage (4/day). For one minute, the tattooed thrall gains advantage on Strength checks and Strength saving throws, deals an extra 3 damage on weapon attacks (included in the attack), and has resistance to bludgeoning, piercing, and slashing damage. Tattoo of Sins: Envy. The tattooed thrall increases its movement speed by 10 feet for 1 minute. Tattoo of Sins: Gluttony. The tattooed thrall summons a cup of instant ramen which it consumes. When consumed, the ramen restores 18 (6d4 + 3) hit points. Tattoo of Sins: Greed. The tattooed thrall has 2d6 x 100 gp available to spend. When it activates this tattoo, the tattooed thrall chooses an amount of coins to permanently sacrifice. For each platinum coin or equivalent sacrificed, the tattooed thrall gains 1 additional necrotic damage dealt on its next attack. If the next attack misses, the tattooed thrall instead takes the necrotic damage equal to the number of platinum coins sacrificed. For each 50 additional damage dealt during a singular attack through this ability, the tattooed thrall gains a point of exhaustion on a successful hit. Tattoo of Sins: Sloth. The tattooed thrall increases its AC to 22, but lowers its movement speed to 5 feet and gains disadvantage on all Dexterity saving throws for 1 minute or until it takes a bonus action to end this effect. Tattoo of Sins: Wrath. The tattooed thrall adds a d4 fire damage to any damage roll it makes for 1 minute.
Tattoo of Sins: Pride. The tattooed thrall gains advantage on any singular and immediate saving throw of its choice. The use of this ability must be declared before the saving throw is rolled.