Medium or Small Undead, Neutral Evil
AC 16    Initiative +3 (13)
HP 102 (12d8 + 48)
Speed 30 ft., Swim 30 ft.
Mod Save
STR 16 +3 +3
DEX 16 +3 +6
CON 18 +4 +4
Mod Save
INT 11 +0 +0
WIS 10 +0 +3
CHA 12 +1 +1
Skills Perception +3, Stealth +6
Resistances Necrotic
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language
CR 5 (XP 1,800; PB +3)
Traits

Amphibious. The vampire can breathe air and water.

Vampire Weakness. The vampire has these weaknesses:

Dry Earth. The vampire has Disadvantage on D20 Tests while standing on terrain that isn’t a liquid.
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
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.

Water Walk. The vampire can move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground, although it can still take damage from heat if crossing lava. The vampire can submerge into the liquid if it chooses and doesn’t automatically rise to the surface.

Actions

Multiattack. The vampire makes two Claw attacks 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 13) from one of two claws. While Grappled, the target is Suffocating while underwater unless it can breathe water.

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.

Bonus Actions

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

Description

A brine vampire can create minions by draining their blood. These victims become brine vampire spawn, and are under the control of the brine vampire that created it. If a true brine vampire lets a spawn draw its own blood, the brine vampire spawn transforms into a true brine vampire, no longer under its master’s control. Brine vampires are loathe to relinquish such control this way. More commonly, brine vampire spawn become free-willed when their master is destroyed.

Habitat: UnderwaterUrban

DragOOn1888

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