Healthcare but Worse. The elf 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 elf takes fire damage or damage from a source of heat, this trait doesn't function at the start of the elf's next turn.
Present Makers. The elf has expertise in either Sleight of Hand or Perception, and proficiency in the other.
Christmas Weaknesses. The elf has the following flaws:
Forbiddance. The elf can't leave the workroom without an express command from Strahd Claus or a proxy for him.
Heat Seeking. The elf is drawn to open flame and other sources of heat. If it begins its turn in range of 30 feet from any source of heat, it will immediately move towards it. Additionally, fire does double damage to them.
Horrible, Godawful Working Conditions. The elf takes 20 radiant damage when it comes in contact with bright light or is put to sleep by magic.
Multiattack. The elf makes two attacks, only one of which can be a bite attack.
The Christmas Hammer of Frightenily Low Wages. 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.
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