Blood Drinker Vampire | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Blood Drinker Vampire CR: 8

Medium undead, lawful evil
Armor Class: 16
Hit Points: 90 (12d8 + 36) 12d8+36
Speed: 40 ft , can hover

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; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft., passive Perception 14
Languages: the languages it knew in life
Challenge Rating: 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) 1d6+4 piercing damage plus 7 (2d6) 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) 1d8+4 piercing damage.   Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 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.


Created by

I Dream of Azathoth.

Statblock Type

Monster

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