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Master Vampire in Dungeons & Dragons 5e

Master Vampire CR: 6

Medium undead, neutral evil
Armor Class: 16 (Stoneflesh)
Hit Points: 75 (10d8+30) 10d8+30
Speed: 30 ft

STR

10 +0

DEX

17 +3

CON

16 +3

INT

12 +1

WIS

14 +2

CHA

17 +3

Saving Throws: Constitution +4, Charisma +6
Skills: Deception +7, Intimidation +7, Perception +6, Stealth +7
Damage Vulnerabilities: Radiance
Damage Resistances: Necrotic, Non-magical Bludgeoning, Piercing and Slashing
Condition Immunities: Disease
Senses: darkvision 60 ft, passive Perception 16
Languages: All Languages It Spoke In Life
Challenge Rating: 6
Proficiency Bonus: +4

The Vampire is a 9th-level spellcaster, Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The vampire has the following Sorcerer spells prepared:

Cantrips

Sapping Sting, Infestation, Chill Touch, Frostbite, Lightning Lure, True Strike, Minor Illusion  

1st-level Spells (6 Slots)

Disguise Self, Ice Spike, Lesser Ward  

2nd-level Spells (3 Slots)

Darkness, Hold Person, Misty Step  

3rd-level Spells (3 Slots)

Vampiric Touch, Animate Dead, Vampire's Seduction  

4th-level Spells (3 Slots)

Greater Invisibility, Stoneflesh  

5th-level Spells (1 Slot)

Dominate Person


Vampiric Drain. When the vampire uses Vampiric Touch the spell a range of 30ft. Hits with this attack have a chance to cause sanguinare vampiris (DC 15 Constitution saving throw).   Sapping Sting. Successful attacks with this cantrip will also drain health equal to the necrotic damage, count as feeding and have a chance to cause sanguinare vampiris (DC 15 Constitution saving throw).

Actions

Offhand Attack. The vampires claws count as having light and finesse properties, it can make an off hand (+1) second attack when it attacks with its action.   Elven Longsword. Melee Weapon Attack. +7 to hit, reach 5 ft, one target. Hit:(1d8+4) slashing damage.   Claws. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: (1d6+4) slashing damage.

Bonus Actions

Vampires Bite. As a bonus action, any living creature within 5 feet that is grappled by the vampire, incapacitated, or restrained, takes (2d4) piercing damage plus (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. Targets hit with this attack must also succeed on a Constitution saving throw (DC 15) or contract Sanguinare Vampiris.

Harvesting: Vampire Dust x2

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