Medium Undead, Typically Lawful Evil
Armor Class 13
Hit Points 30 (4d8 + 12)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws WIS +2
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Vampire Weaknesses. The bloodwalker has the following flaws:

 Forbiddance. The bloodwalker can't enter a residence without an invitation from one of the occupants.
 Harmed by Running Water. The bloodwalker takes 20 acid damage when it ends its turn in running water.
 Sunlight Hypersensitivity. The bloodwalker takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions

Life Drain. The bloodwalker touches one creature within range. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the bloodwalker regains 10 hit points, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

 

Habitat: ArcticCoastalForestGrasslandMountainSwampUnderdarkUrban

DBMicah

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