Armor Class
15
(natural armor)
Hit Points
13
(2d8 + 4)
Speed
30 ft.
STR
11
(+0)
DEX
14
(+2)
CON
14
(+2)
INT
11
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws
DEX +4, WIS +2
Skills
Perception +3
Damage Resistances
Necrotic
Senses
Darkvision 60 ft., Passive Perception 13
Languages
the languages it knew in life
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Regeneration. The vampire regains 1 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.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Sunlight Hypersensitivity. The vampire takes 2 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) slashing damage.
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