Medium undead, Neutral Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 82 (11d8 + 33) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) |
| Saving Throws | Dex +6, Wis +3 |
|---|---|
| Skills | Perception +3, Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | the languages it knew in life |
| Challenge | 5 |
The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from Holy Water (Flask), this trait doesn't function at the start of the vampire's next turn.
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The vampire has the following flaws:
The vampire can't enter a residence without an invitation from one of the occupants.
The vampire takes 20 acid damage when it ends its turn in running water.
The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks
The vampire makes two attacks, only one of which can be a bite attack.
Melee Attack Roll: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) 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 vampire 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.
Melee Attack Roll: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Small undead, Neutral Evil
| Armor Class | 16 |
|---|---|
| Hit Points | 90 (12d8 + 36) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) |
| Saving Throws | Dex +6, Wis +3 |
|---|---|
| Skills | Perception +3, Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 60 ft., passive Perception 13 |
| Languages | Common plus one other language |
| Challenge | 5 |
The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
The vampire has these weaknesses:
Forbiddance
The vampire can't enter a residence without an invitation from an occupant.
Running Water
The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart
The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition.
Sunlight
The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
The vampire makes two Claw attacks and uses Bite.
Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.
con DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Points maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.