Blood Drinker Vampire

Medium undead, Lawful Evil

Armor Class

16 (natural armor)

Hit Points

90 (12d8+36)

Speed

walk 40 ft., fly 40 ft.

Saves

Dex +7, Con +6, Wis +4

Skills

Intimidation +7, Perception +4, Stealth +7

Damage Resistances

necrotic; bludgeoning, piercing, slashing from nonmagical attacks

Senses

darkvision 60 ft.

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. 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.