12
52 (8d8+16)
walk 30 ft.
Dex +4, Con +4
Common
2
If the thrall has not consumed 1 ounce of blood from a vampire within the past week, it is poisoned for 1 week and it loses darkvision and its Keen Senses, Limited Regeneration, Spider Climb, and Sunlight Sensitivity traits until it consumes 1 ounce of vampire blood.
The thrall has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
The thrall regains 2 hp at the start of its turn if it has at least 1 hp and isn't in sunlight. If the thrall takes radiant damage, this trait doesn't function at the start of the thrall's next turn.
The thrall can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the thrall has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The vampire thrall makes two longsword attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with two hands.