Blood Drinker Vampire

(Guildmasters' Guide to Ravnica)

Medium undead, Lawful Evil

Armor Class16 (natural armor)
Hit Points90 (12d8 + 36)
Speed40 ft., fly 40 ft. (hover)
STRDEXCONINTWISCHA
16 (+3) 18 (+4) 17 (+3) 16 (+3) 13 (+1) 19 (+4)
Saving ThrowsCon +6, Dex +7, Wis +4
SkillsIntimidation +7, Perception +4, Stealth +7
Damage Vulnerabilities—
Damage Resistancesnecrotic; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 14
Languagesthe languages it knew in life
Challenge8

Actions

Multiattack.

The vampire makes three melee attacks, only one of which can be a bite attack.

Bite.

Melee Attack Roll: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Rapier.

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Unarmed Strike.

Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.

Reactions

Parry.

The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.