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Vampire Subordinate

Medium undead, neutral evil

Armor Class 16 (natural armor)
Hit Points 80 (10d8 + 35)
Speed 30 ft.
STR
18
(+4)
DEX
16
(+3)
CON
16
(+3)
INT
16
(+3)
WIS
12
(+1)
CHA
18
(+4)
Saving Throws DEX +7, WIS +2, CHA +5
Skills Perception +5, Stealth +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks made by Unsilvered Weapons
Senses Darkvision 120ft, Passive Perception 14
Languages the languages it knew in life
Challenge 6 (2,300 XP)

Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

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 (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Claws (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5ft, one creature. Hit: (2d4 + 4) slashing damage. Instead of dealing damage, the vampire may grapple the target (escape DC 15).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5ft, one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d4 + 4) piercing damage plus (2d6) 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire thrall under the vampire’s control.

Reactions

Move. After taking damage, the vampire may move up to its speed without provoking opportunity attacks.