| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 16 | +3 | +6 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 10 | +0 | +0 |
| CHA | 16 | +3 | +6 |
Regeneration. The vampire regains 10 Hit Points at the start of its turn if it has at least 1 Hit Point and isn't in sunlight or running water. If the vampire takes Radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
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 three Flying Sword attacks or two Claw attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from one of two claws.
Flying Sword. Ranged Attack Roll: +6, range 30 ft. Hit: 7 (1d8 + 3) Slashing damage.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) 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.
Infernal Majesty (Recharge 5–6). Charisma Saving Throw: DC 14, each creature in a 20-foot Emanation originating from the vampire. Failure: 9 (2d8) Psychic damage, and the target has the Frightened condition until the start of its next turn. Success: Half damage only. Failure or Success: The vampire can’t take this action again until the start of its next turn.
Charm (3/Day). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14).
Deathless Agility. The vampire takes the Dash, Disengage, or Hide action.
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