Medium Undead (Vampire), Lawful Evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +6, WIS +3
Skills Perception +3, Stealth +6
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

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.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Argentum-Hemodolor. For each minute a Batharian Vampire Peasant spends in contact with silver, it takes 1d4 radiant damage. Once the silver is removed, it takes 1d10 days for the part of the body burned by the silver to heal.

Blue Blood Curse. A Batharian Vampire Peasant can only gain sustenance from Nobles, Rulers, and Artisans. If it does not feed on such a person within a day, it takes 1 point of exhaustion and 1d4 necrotic damage. If it feeds on a lower class mortal, it takes 2d10 necrotic damage.

Burden of Vanity. Batharian Vampires are obsessive about their beauty. If their beauty is marred, they must bathe in the blood of blue-blooded virgins for 1d8 hours within the following day to recover their appearance.

Never to rise. As a Peasant of the clan or the Spawn, the lowest ranking of all Vampire's in the Bathory Clan, Peasant's are never given a chance to feed on Blue-collar blood and thus are prevented from being able to gain greater powers with their Sangromancy, Batharian Vampire Peasant's are incapable of regenerating their health, turning into mist or a bat, and do not require a stake to the heart to kill permanently.

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.

Bonus Actions

Blood Curse of the Seduced Mind - Target one creature you can see within 30ft that can also make eye contact with you must make a Wisdom saving throw against your Spell DC, on success the target is under your influence for their next turn during which you can direct them to make either a ranged physical attack or melee physical attack against a creature you can see within 10 feet of them

Curse of the Blinded Eye - When an enemy you see within 45 feet takes at least 1 damage from one of your attacks you may then use a bonus action to inflict them with temporary blindness for 1 minute or by taking 1d6 hp you may

Habitat: UnderdarkUrban

Daruphir_Erkangalsh

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