Medium Undead, Chaotic Evil
Armor Class 16 (Studded Leather Armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
13 (+1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +7, INT +4, WIS +4
Skills Perception +4, Stealth +10
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Assassinate. During its first turn, the vampire has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the vampire is subjected to an effect that allows a Dexterity saving throw to take only half damage, it instead take no damage on a successful save, and half damage if failed.

Preternatural Cunning. The vampire can use a bonus action to Dash, Disengage, or Hide.

Sneak Attack. Once per turn, the vampire deals an extra 14 (4d6) damage when it hits with a weapon attack that it has advantage on, or if the target is within 5 ft of an ally that isn't incapacitated and the vampire doesn't have disadvantage.

Regeneration. 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, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire 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 vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes two shortsword attacks.

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.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft, one creature. Hit 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft, one target. Hit 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half on a successful one.

Beguiling Gaze. As a Bonus action, the vampire fixes its gaze on a creature it can see within 30 ft. If the target can see the vampire, the target must succeed on a DC 13 Wisdom saving throw or the vampire has advantage on attack rolls against the target. The effect lasts until the target takes damage or until the start of the vampire's next turn. A creature that can't successfully saves against the vampire's gaze is immune to it for 1 hour.

Habitat: UnderdarkUrban

noobsause

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