| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 16 | +3 | +6 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +3 |
| CHA | 12 | +1 | +1 |
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes fire damage, this trait doesn't function at the start of the vampire's next turn.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (2d4 + 3) Slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
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.
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