Medium undead, neutral evil
- Armor Class
- 18
- Hit Points
- 190 (21d8 + 96)
- Speed
- 30 ft.
- Challenge
- 10 (5,900 XP)
- Saving Throws
- Con +8, Wis +6
- Skills
- Athletics +9, Perception +10
- Damage Resistances
- necrotic
- Condition Immunities
- exhaustion; frightened
- Senses
- Darkvision 120 ft., passive Perception 20
- Languages
- Common
Traits
The vampire has Advantage on saving throws against spells and other magical effects.
The vampire has these weaknesses:
Forbiddance. The vampire can't enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
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, 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.
Immobile Restoration. If the vampire drops to 0 Hit Points while it doesn't have the Petrified condition, it turns to stone, regains 50 Hit Points, and has the Petrified condition for 1 hour.
Actions
The vampire makes two Claw attacks and uses Bite or Guardian's Command.
Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
con DC 16, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. 7 (1d4 + 5) Piercing damage plus 7 (2d6) 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.
Reactions
The vampire is hit by a melee attack roll from an attacker the vampire can see. The vampire reduces the damage it takes from the attack by 11 (2d6 + 4).
Spellcasting
The vampire casts Compulsion, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).