THE SHARED REFERENCE Adventurer

Monster

Blood Drinker Vampire

Outside your table’s allowed sources

Official reference · GGR · 2014

Creature type
Undead
Size
Medium
Armor class
16 (natural armor)
Hit points
90 (12d8 + 36)
Speed
Walk 40 ft., Fly 40 ft. (hover)
Challenge rating
8
Alignment
Lawful Evil
Strength
16
Dexterity
18
Constitution
17
Intelligence
16
Wisdom
13
Charisma
19
Passive Perception
14
Saving Throws
dex: +7; con: +6; wis: +4
Skills
intimidation: +7; perception: +4; stealth: +7
Senses
darkvision 60 ft.
Languages
the languages it knew in life
Resistances
necrotic, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True

Actions

Multiattack

The vampire makes three melee attacks, only one of which can be a bite attack.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Rapier

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Unarmed Strike

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.

Reactions

Parry

The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.

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