Armor Class 18
Hit Points 190 (21d8 + 96)
Speed 30 ft.
Saving Throws CON +8, WIS +6
Skills Athletics +9, Perception +10
Damage Resistances necrotic
Condition Immunities exhaustion, frightened
Senses Darkvision 120 ft., passive Perception 20
Languages Common
Challenge 10
Magic Resistance. The vampire has Advantage on saving throws against spells and other magical effects.
Vampire Weakness. The vampire has these weaknesses:
Multiattack. The vampire makes two Claw attacks and uses Bite or Guardian's Command.
Claw. m +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. con DC 16, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. 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.
Resilient Flesh. The vampire is hit by a melee attack roll from an attacker the vampire can see. The vampire reduces the damage it takes from the attack by 11 (2d6 + 4).
ABH, p. 20