16 (natural armor)
97 (13d8 + 39)
30 ft.
Dex +7, Wis +6, Cha +7
Deception +7, Perception +6, Stealth +7
necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons
darkvision 120 ft.
Elvish, Undercommon
10
The vampire's innate spellcasting ability is Charisma (spell save DC 15). The vampire can innately cast the following spells, requiring no components. • At will: dancing lights • 1/Day: darkness, faerie fire, levitate (self only), silence
If the vampire fails a saving throw, it can choose to succeed instead.
The vampire regains 20 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.
While not in sunlight or running water, the vampire can use its action to polymorph into a giant bat or giant spider.
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Forbiddance, Running Water, Stake to the Heart.
The vampire makes two attacks, only one of which can be a bite Attack.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).
Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the vampire, Incapacitated, or Restrained. Hit: 8 (1d8 + 4) piercing damage plus 6 (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 Spawn under the vampire's control.
The vampire Targets one Humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or Actions in the most favorable way it can, and it is a willing target for the vampire's bit Attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, Ending the Effect on itself on a success. Otherwise, the Effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a Bonus Action to end the Effect.
The vampire magically calls 2d4 swarms of insects (spiders). The called creatures arrive in 1d4 rounds, Acting as allies of the vampire and obeying its spoken commands. The swarms remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a Bonus Action.
The vampire moves up to its speed without provoking opportunity attacks.
The vampire makes one unarmed strike.
The vampire makes one bite attack.