Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Multiattack.
The vampire makes two attacks, one with Shadowblade Rapier and one with Gilded Claws.
Shadowblade Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) psychic damage.
Gilded Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 4) necrotic damage. The target must make a DC 16 Strength save or be grappled.
Crimson Waltz (Recharge 5-6).
The vampire selects up to three creatures within 30 feet. They must make a DC 17 Wisdom save or be forced to dance against their will for 1 minute, unable to take actions unless they use their turn to resist the effect.
Legendary Actions (3/Turn)
The vampire can take 3 legendary actions, only one at a time, at the end of another creature's turn.
Vanishing Step. The vampire shifts into mist and reappears 10 feet away.
Shadow Waltz. The vampire forces one grappled creature to move with them up to 20 feet.
Call of the Blood (Costs 2 Actions). The vampire commands one charmed creature to attack another.
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