Medium Undead (Dwarf), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 157 (21d8 + 63)
Speed 25 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws DEX +6, WIS +5
Skills Deception +4, Perception +5, Stealth +6
Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 15
Languages Common, Dwarvish, Undercommon Common, Undercommon, Dwarvish
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Duergar Resilience. The vampire has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Alert. The vampire has advantage on initiative rolls, he cannot be surprised and other creatures don't gain advantage on attack rolls against the vampire as a result of being unseen by him. 

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 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 or 13 (4d4 + 3) slashing damage while enlarged. Instead of dealing damage, the vampire can grapple the target (escape DC 13 or DC 16 while enlarged).

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 or 10 (2d6 + 3) piercing damage while enlarged, plus 10 (3d6) 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.

Great Cleaver. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, or 17 (4d6 + 3) slashing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged.
Spew Bile (Recharges after a Short or Long Rest). If the Blood Cook is under half of his hit points, he can spew poisonous bile in a 30ft cone in front of himself. Everyone in the area must succeed on a DC 16 Constitution Saving Throw or take  28 (8d6) poison damage, or half as much on a successful save. 
Invisibility (Recharges after a Short or Long Rest). The vampire magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the vampire wears or carries is invisible with it.
Bonus Actions
Enlarge (Recharges after a Short or Long Rest). For 1 hour, the vampire magically increases in size, along with anything it is wearing or carrying. While enlarged, the vampire is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the vampire lacks the room to become Large, it attains the maximum size possible in the space available. The vampire may recharge this ability by consuming fresh blood from a giant. 
Blood Craze. If the vampire dealt damage this turn with his Great Cleaver, Spew Bile, or his Bite attack, it may use a bonus action to move up to his movement speed without provoking opportunity attacks. 

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

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

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Monster Tags: undeaddwarf

Habitat: HillMountainUnderdarkUrban

PurpleBrim

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