Large Undead, Neutral Evil
Armor Class 15
Hit Points 215 (10d8 + 10)
Speed 30 ft., Fly 30 ft.
STR
17 (+3)
DEX
18 (+4)
CON
12 (+1)
INT
19 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +6, INT +6, WIS +4
Skills Deception +4, Insight +3, Perception +3, Stealth +6
Damage Resistances Necrotic
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting (Psionics). The vampire’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: message

3/day each: charm person, hold person, mirror image, sleep

1/day each: gaseous form, major image

Shadow Stealth. While in dim light or darkness, Amara can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, Amara has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

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: 7 (1d6 + 4) 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 its hit point maximum is reduced to 0.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Amara can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free.

Mind Siphon (Recharge 5–6). Amara targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if Amara has previously consumed the target’s blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target’s surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target’s general emotional state but not its thoughts.

Dahlia Blade-Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free. On a successful hit, the target must also make a DC 16 Wisdom saving throw. On a failure the target takes 1D6 psychic damage as they are flooded with harmful memories.

Smoking Cinders (Recharge 5–6). Amara blows smoke in a 30-foot line that is 5 feet wide. The  area becomes obscured. As a Bonus Action, Amara can ignite the smoke into flames. Each creature in the line must make a DC 16 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Smoke-Step. Amara can teleport up to 50ft in any direction in a puff of smoke 3 times before a short rest.

Monster Tags: Dimir

WolfyLegendz

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