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Vampire

CR 13 undead uses Multiattack for two Grave Strike hits (melee +9, 1d8+4 bludgeoning + 2d6 necrotic with Grapple escape DC 14) plus Bite (DC 17 CON save, 1d4+4 piercing + 3d8 necro...

Vampire. Small undead, lawful evil.

Languages: Common plus two other languages

Traits: Legendary Resistance (3/Day, or 4/Day in Lair); Misty Escape; Spider Climb

Small undead · lawful evil

AC 16 · HP 195 · Speed 40 ft., swim 20 ft., climb 40 ft. · Initiative +14

STRDEXCONINTWISCHA
Score181818171518
Mod+4+4+4+3+2+4
Save+4+9+9+3+7+9

Skills Perception +7, Stealth +9 · Senses darkvision 120 ft., passive Perception 17 · Challenge 13 (PB +5)

Resistances Necrotic

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.

Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Vampire Weakness. 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 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.

Actions

Bite. Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) 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. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.

Grave Strike. Melee Attack Roll: +9, reach 5 ft. 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.

Multiattack. The vampire makes two Grave Strike attacks and uses Bite.