Eel, Vampire

Family: Eels

Medium monstrosity, unaligned

Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 0 ft., swim 40 ft.

8 (-1) 15 (+2) 15 (+2) 4 (-3) 12 (+1) 4 (-3)

Senses blindsight 60 ft., passive Perception 11
Challenge 1 (200 XP)

Special Traits

  • Toxic. If detached against its will, the eel releases a toxin into the target. The target must make a DC 13 Constitution saving throw or be poisoned until the start of the eel’s next turn.
  • Pack Tactics. The eel has advantage on an attack roll against a creature if at least one of the eel’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Water Breathing. The eel can only breathe underwater.


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage, and the eel attaches to the target. While attached, the eel doesn’t attack. Instead, at the start of each of the eel’s turns, the target loses 10 (3d6) hit points. A creature, including the target, can use its action to detach the eel.


These eels have mouths filled with lamprey-like, serrated, jawless teeth used to suck the blood out of their prey. Vampire eels travel in hunting packs and are capable of taking down large sea creatures. Even when just hatched, they can form into deadly swarms. In the dockside taverns, stories are told of their practice of boring through the hull of small ships and draining the sailors of their blood as they drown.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.