Large Undead
Armor Class 12 Natural Armor
Hit Points 49 (7d8 + 21)
Speed 30 ft., Fly 50 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Damage Vulnerabilities Thunder
Damage Immunities Necrotic
Senses Blindsight 60 ft., Passive Perception 15
Languages Common (can't speak in this form)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Blood Frenzy. The vampire has advantage on melee attack rolls against any creature that doesn't have all of its hit points.

Echolocation. The vampire can't use its blindsight while deafened.

Keen Hearing. The vampire has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. The vampire makes two attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can choose to grapple the target (escape DC 15)

Vampiric Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+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 this effect reduces its hit point maximum to 0.

Description

Through darks arts that were best left forgotten, these vampires have unlocked a new form that increases their martial prowess at the price of their self-control. They are driven solely by instinct, though rumors say that some have mastered this transformation to raise their power even further.

Celadon623

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