Armor Class
18
Vampire Warden
Medium Undead · Neutral Evil
Hit Points
190 (21d8 + 96)
Speed
Walk 30 ft.
CR
10
Traits
Magic Resistance
The vampire has Advantage on saving throws against spells and other magical effects.
Vampire Weakness
The vampire has these weaknesses:
list
list-hang-subtrait
itemSub
Forbiddance
The vampire can't enter a residence without an invitation from an occupant.
itemSub
Running Water
The vampire takes 20 Acid damage if it ends its turn in running water.
itemSub
Stake to the Heart
If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the condition, the vampire has the condition until the weapon is removed.
itemSub
Sunlight
The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
itemSub
Immobile Restoration
If the vampire drops to 0 Hit Points while it doesn't have the condition, it turns to stone, regains 50 Hit Points, and has the condition for 1 hour.
list
list-hang-subtrait
itemSub
Forbiddance
The vampire can't enter a residence without an invitation from an occupant.
itemSub
Running Water
The vampire takes 20 Acid damage if it ends its turn in running water.
itemSub
Stake to the Heart
If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the condition, the vampire has the condition until the weapon is removed.
itemSub
Sunlight
The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
itemSub
Immobile Restoration
If the vampire drops to 0 Hit Points while it doesn't have the condition, it turns to stone, regains 50 Hit Points, and has the condition for 1 hour.
Actions
Multiattack
The vampire makes two Claw attacks and uses Bite or Guardian's Command.
Claw
Melee Attack +9, reach 5 ft. 14 () Slashing damage plus 7 () Necrotic damage. If the target is a Large or smaller creature, it has the condition (escape DC 16) from one of two claws.
Bite
CON Save DC 16, one creature within 5 feet that is willing or that has the , , or condition.
Failure: 7 () Piercing damage plus 7 () Necrotic damage. The target's Hit Points maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Failure: 7 () Piercing damage plus 7 () Necrotic damage. The target's Hit Points maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Reactions
Resilient Flesh
{@actTrigger} The vampire is hit by a melee attack roll from an attacker the vampire can see. {@actResponse} The vampire reduces the damage it takes from the attack by 11 ().