Medium Humanoid (Vampire), Lawful Neutral
Armor Class 16 Studded Leather
Hit Points 112 (15d8 + 3)
Speed 45 ft., Climb 20 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws CON +7, WIS +6
Damage Resistances Necrotic, Poison
Senses Darkvision, Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Master Vampire Hunter. Blade has advantage on saving throws against being charmed or frightened, and on Wisdom (Survival) checks to track Undead.

Sunlight Immunity. Unlike full vampires, Blade suffers no ill effects from sunlight or running water.

Vampiric Regeneration. Blade regenerates 10 hit points at the start of his turn if he has at least 1 hit point and has consumed fresh blood within the last 24 hours (or taken a bonus action to ingest his specialized serum). 

Special Equipment. Blade carries a Silvered Adamantine Longsword, custom Silver-Tipped Throwing Daggers, UV Grenades, and a vial of Vampire-Cure Serum.

Actions

Multiattack. Blade makes three attacks: two with his Silvered Longsword and one with his Custom Submachine Gun, or three ranged attacks with his Throwing Daggers.

Silvered Adamantine Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1D8 + 4) slashing damage, or 9 (1D10 + 4) slashing damage if used with two hands, plus 7 (2D6) radiant or fire damage (Blade's choice) against Undead.

Custom Submachine Gun. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (2D4 + 4) piercing damage. This weapon ignores resistance to nonmagical damage when firing silvered or garlic-coated ammunition.

Silver-Tipped Throwing Dagger. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1D4 + 4) piercing damage. If the target is a Vampire or Vampire Spawn, it must succeed on a DC 15 Constitution saving throw or take an additional 10 (3D6) necrotic damage as the silver reacts with its blood.

UV Grenade (Recharge 5–6). Blade hurls a glowing canister at a point he can see within 30 feet. The canister explodes in a 15-foot radius of blinding ultraviolet light. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6D6) radiant damage and is blinded until the end of Blade's next turn. On a success, it takes half damage and isn't blinded. Vampires and Vampire Spawn have disadvantage on this saving throw and take maximum damage on a failed save.

 

Bonus Actions

Vampiric Serum. Blade ingests a dose of his specialized serum, suppressing his bloodlust and instantly restoring 14 (4D4 + 4) hit points. He can use this bonus action up to 3 times per long rest.

Grapple. Blade attempts to grapple a creature within 5 feet. If successful, he can immediately make one unarmed strike against the grappled target dealing 7 (1D6 + 4)bludgeoning damage.

Reactions

Parry. Blade adds 4 to his AC against one melee attack that would hit him. To do so, Blade must see the attacker and be wielding a melee weapon.

Opportunity Strikes.

Eric6713

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