Medium Swarm of Medium undead, Lawful Evil
Armor Class 15 naturel armour
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws DEX +6, WIS +3
Skills Perception +3, Stealth +6
Damage Resistances Bludgeoning, Necrotic, Piercing
Senses Darkvision 60ft, Passive Perception 13
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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 sun light 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.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sun light or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form , it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form . It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

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 sun light. 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. 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.

 

Legendary Actions

The vampire can take 1 legendary actions, choosing from the option below. Only one legendary action option can be used at a time and only at the end of another creature's turn . The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

kronosj29

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