Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
22 (+6)
WIS
18 (+4)
CHA
6 (-2)
Saving Throws DEX +5, WIS +9, CHA +3
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Regeneration. The vampire regains 20 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.

Innate Spellcasting. The Vampire's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components:

At Will: Detect Thoughts

3/day each:Blink; Expeditious Retreat; banishment

1/day each: invulnerability; counterspell (7th level); dispel magic (7th level)

Magophagia. The vampire consumes ambient magical energies around him. Creatures must succeed a DC 22 Wisdom save when casting spell within 30' of his vicinity, or if targeting the vampire. If they fail the save the spell is negated and the vampire gains a number of temporary hit points equal to the spell level.

Vexatious Aura. If a creature becomes visibly annoyed, frustrated, impatient, or otherwise emotionally effected negatively by the vampire's behavior while within 60' of it, they must make a DC 20 Intelligence roll or suffer 5 (2d4) psychic damage (half if they succeed.) The vampire gains a number of hit points equal to the damage the other creature takes.

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 if it ends its turn in running water.

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

Legally Binding. Anything agreed upon in the presence of this vampire becomes bound to the creature who agrees. The first time a creature breaks the deal, it suffers 21 (6d6) psychic damage if it has a lawful alignment. Creatures with a neutral alignment suffer 10 (3d6) damage. Chaotic creatures are unaffected. 

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

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: 3 (1d4+1) 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. 

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

Habitat: Urban

Markd1159

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