Medium Undead, Unaligned
AC 15    Initiative +3 (13)
HP 90 (12d8 + 36)
Speed 30 ft.
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
Skills Deception +6, Perception +3, Persuasion +6, Stealth +6
Resistances Necrotic
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language
CR 7 (XP 2,900; PB +3)
Traits

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.

Actions

Multiattack. The vampire makes two attacks with Claw and Vomit Blood in any combination, and uses Bite.

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.

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.

Vomit Blood. Dexterity Saving Throw: DC 14, each creature in a 15-foot Cone. Failure: 10 (3d6) Necrotic damage. Success: Half damage.

Bonus Actions

Horrific Screech. Constitution Saving Throw: DC 14, each creature in a 30-foot Emanation. Failure: The targets have Disadvantage on attack rolls, ability checks, and Concentration checks until the start of the vampire's next turn. Failure by 5 or More: The targets have the Frightened condition until the start of the vampire's next turn. Failure by 10 or More: The targets have the Paralyzed condition until the end of the vampire's next turn.

Reactions

Wing Attack. Trigger: A creature moves within 10 feet of the vampire. Response—Strength Saving Throw: DC 14, the triggering creature. Failure: The target is pushed back 10 feet and has the Prone condition.

heymynameiskilo

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