Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Animalistic Fury. When the Bleak Vampire reaches 0 hit points it makes a Constitution saving with a DC of 10 + damage taken, unless the damage is radiant or from a critical hit. On a success, the vampire's skin cracks, it gains a much more animalistic look, 10 hit points and enters a animal like rage attacking the nearest creature with a bite attack.
Pack Tactics. Bleak Vampire's work in packs due to their low vitality and so if one becomes enraged the others follow suit, gaining the same bonuses implied by the 'Animalistic Fury' however without the initial response attack.
Claws. Melee Weapon Attack: +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).
Bite. Melee Weapon Attack: +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.
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