Sunlight Sensitivity. The Vampire cannot go into the sun without suffering grotesque, painful boils that burn across its skin. The Vampire suffers 1d12 damage upon entering direct sunlight, and an additional 1d8 damage for every one of its turns that it remains in the sunlight.
Telepathic Charm. The Vampire doesn't need to speak to communicate its thoughts, instead communicating via telepathy up to a range of 50ft. It cannot communicate complicated ideas, but rather simple concepts or instructions, such as "follow me."
Any creatures affected by the Telepathic Charm must succeed on a DC 5 Insight check to interpret the Vampire's messages, and a DC 13 Insight check to realize that the Vampire is not actually talking with its mouth.
Bite. Melee Weapon Attack: (Strength Modifier + 3) to hit, reach 5 ft., single target. Hit: (1d8) piercing damage. Bitten creatures must make an opposed Strength or Acrobatics check against the Vampire's strength check to resist being grappled. The vampire heals an amount equivalent to the damage it dealt, and gains the Full effect.
While Full, the vampire becomes woozy. It suffers a -2 penalty to all ability scores. This effect stacks until all of the vampire's stats decrease to 0, after which its speed decreases to 0 and it becomes vulnerable to all types of damage.
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