Medium Undead, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 24 (2d8 + 11)
Speed 45 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws DEX +5, WIS +1
Skills Perception +6, Stealth +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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:

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 attacks, only one of which can be a bite 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.

Description

The Blood Starved Vampire are the result of not having a healthy, or some would say unhealthy, supply of blood. While they still have the ability to have rational thought, when the prospect of blood arrives, the creature will do whatever it takes to have a sip again. Because of this, the vampire does not follow the same customs that more civilized vampires follow. They also have a skinny and more brittle physique than a well fed vampire has. 

Lair and Lair Actions

A Vampire’s Dwelling

A vampire makes a dwelling in some form of unexposed shelter where it can drag prey back to, rest, and hide from the sun. 

Regional Effects

The region surrounding a vampire’s lair is affected by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats and rats in the region.
  • A dense fog appears 100 feet around the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and the hiss of snakes. 
  • The Vampire gains a +4 to stealth when 

If the vampire is destroyed, these effects end after 1d6 days.

Habitat: UnderdarkUrban

Crimson_ghost09

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