Medium or Small Undead, Neutral Evil
AC 18 (Natural armor)    Initiative +3 (13)
HP 180 (24d8 + 72)
Speed 40 ft.
Mod Save
STR 16 +3 +3
DEX 19 +4 +8
CON 16 +3 +3
Mod Save
INT 14 +2 +2
WIS 13 +1 +5
CHA 16 +3 +3
Skills Deception +6, Perception +5, Persuasion +6, Stealth +9
Resistances Necrotic
Senses Blindsight 10 ft., Darkvision 120 ft.; Passive Perception 15
Languages Common plus two other languages
CR 10 (XP 5,900; PB +4)
Traits

Bloodthirst Aura. While in a 30-foot Emanation originating from the vampire, the vampire and its allies have Advantage on attack rolls and saving throws while Bloodied, provided the vampire doesn’t have the Incapacitated condition.

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.

Actions

Multiattack. The vampire makes three Enchanting Claw attacks, and uses Bite.

Enchanting Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 7 (2d6) Necrotic damage, and the target has the Charmed or Frightened (vampire's choice) until the start of the vampire's next turn. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from one of two claws.

Bite. Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.

Bonus Actions

Deathless Agility. The vampire takes the Dash or Disengage action.

Bloody Dance. The vampire casts Command on one target it can see requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16). If the target is Bloodied, it has Disadvantage on the saving throw.

Reactions

Enchanting Counterattack. Trigger: The vampire is hit by an attack roll. Response: The vampire adds 4 to its AC against that attack, possibly causing it to miss. On a miss, the Vampire can make one Enchanting Claw attack against the attacker.

Description

A vampire bloodseeker is a more powerful variation of vampire spawn that was granted greater power by its vampire master. A ritual is performed, by which the vampire must carve out a ritual circle made from the both of several drained victims of the spawn, transforming the spawn into a powerful blood-fueled vampire. Bloodseekers cannot be directly controlled as regular spawn can, but remain weaker than a true vampire. The creation of a Bloodseeker is a rare honor, often bestowed by a vampire upon their most favored servant or a lover.

A bloodseeker's speed and reflexes are in some ways greater than a true vampire, but they require significantly more flesh and blood to sustain themselves in comparison. They can embolden their allies when they're heavily injured, and manipulate the blood of others to enchant them, a power that is easier to use on heavily wounded targets. They often serve as enforcers and high ranking servants of vampires, dedicated to serving and defending their vampiric master at any cost.

CR Calculation.
Max damage per turn: 64 (CR 10)
Attack Bonus: +8 (Within baseline)
Offensive CR: 10

HP: 180 (CR 8)
Effective AC: 18 (18+1 due to Counterattack reaction. +3 above baseline, CR adjusted by 1)
Defensive CR: 9

CR: (9+10)/2=9.5 rounded to the nearest for a CR of 10.

Habitat: UnderdarkUrban

Brickhammer04

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