Monster
Vampire Warden
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Official reference · ABH · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 18
- Hit points
- 190 (21d8 + 96)
- Speed
- Walk 30 ft.
- Challenge rating
- 10
- Alignment
- Neutral Evil
- Strength
- 21
- Dexterity
- 15
- Constitution
- 18
- Intelligence
- 10
- Wisdom
- 14
- Charisma
- 17
- Passive Perception
- 20
- Initiative
- +6
- Saving Throws
- con: +8; wis: +6
- Skills
- athletics: +9; perception: +10
- Senses
- Darkvision 120 ft.
- Languages
- Common
- Resistances
- necrotic
- Condition Immunities
- exhaustion, frightened
Traits
The vampire has Advantage on saving throws against spells and other magical effects.
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, 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
Multiattack
The vampire makes two Claw attacks and uses Bite or Guardian's Command.
Claw
Melee Attack: +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.
Bite
Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 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
Resilient Flesh
Trigger: The vampire is hit by a melee attack roll from an attacker the vampire can see. Response: The vampire reduces the damage it takes from the attack by 11 (2d6 + 4).
Guardian's Command
The vampire casts Compulsion, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).
At will: Compulsion