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Blood Drinker Vampire

Medium undead, Lawful Evil

Armor Class 16 (natural armor)

Hit Points 90 (12d8 + 36)

Speed 40 ft., fly 40 ft.

STR 16 (+3)
DEX 18 (+4)
CON 17 (+3)
INT 16 (+3)
WIS 13 (+1)
CHA 19 (+4)

Saving Throws DEX +7, CON +6, WIS +4

Skills Intimidation +7, Perception +4, Stealth +7

Damage Resistances necrotic, [object Object]

Senses darkvision 60 ft., passive Perception 14

Languages the languages it knew in life

Challenge 8

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.

Source

Guildmaster's Guide to Ravnica, p. 223