Small Undead, Any Non-Good Alignment
Armor Class 14 Natural Armor
Hit Points 69 (9d8 + 1)
Speed
STR
9 (-1)
DEX
17 (+3)
CON
14 (+2)
INT
9 (-1)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws DEX +5, CHA +5
Senses Passive Perception 13
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Childish Charm. The Child Vampire has advantage in all Charisma rolls.

Actions

Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., 1 target. Hit 7 1d8+3 piercing damage.

Pocket Knife. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) [Slashing] damage.

Bat Call. Summons 1d4 bats that will follow commands.

Bonus Actions

Child stamina. Take the dash action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A Child Vampire that relies on charms to get prey.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undead

Cool_NeRd

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