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Vampire Thrall
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Immortality. After being killed, the vampire is considered dead until the following night, when it will raise from the dead to serve its master once more. This ability can be nullified and send the vampire into forever death if the final damage done to the vampire is damage from exposure to the sun, piercing damage from a wooden weapon that was driven into its heart, or fire damage. If the vampire is exposed to the sun or piercing damage from a wooden weapon driven into its heart or fire damage is done to the vampire while it is in its temporary state of death after being killed, the vampire is immediately sent into forever death.
Vampire Weaknesses. Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. | Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water. | Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Hit: (2d4 + 3) slashing damage. Instead of dealing damage, the vampire may grapple the target (escape DC 12).
Bite. Melee Weapon Attack: +5 to hit, reach 5ft, one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d4 + 3) piercing damage plus (2d4) necrotic damage. 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 this effect reduces its hit point maximum to 0.