Preternatural Speed. The vampire can use a bonus action to take the Dash or Disengage action.
Regeneration. The vampire regains 15 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, this trait doesn't function at the start of the vampire's next turn.
Spellcasting. The [Vampire Bloodmage] is a 11-level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 16, +8 to hit with spell attacks). The Vampire Bloodmage has following wizard spells prepared:
Cantrips (at will): chill touch, light, message, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): detect thoughts, misty step, suggestion
3rd level (3 slots): counterspell, hypnotic pattern, lightning bolt
4th level (3 slots): confusion, greater invisibility, polymorph
5th level (2 slots): telekinesis
6th level (1 slots): chain lightning
Multiple Action. The vampire can cast a cantrip and use Life Drain.
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) [bludgeoning] damage and 14(4d6) [necrotic] damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Confusing Gaze. When attacked or targeted with a spell b y a creature within 30 feet of it that it can see, the vampire fixes its gaze on the attacker. If the target can see the vampire, the target must make a DC 15 Wisdom saving throw. On a failure, the target must choose a new target or lose the attack or spell. This effect doesn't protect the vampire from area effects, and a creature that can't be charmed is immune to this effect. A creature that successfully saves against the vampire's gaze is immune to it for 1 hour.
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Posted Jul 25, 2023could you please make a lower level version of this?