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Monster

Vampire Warden

Medium Undead · Neutral Evil

Adventure with Muk Page 20
Armor Class 18
Hit Points 190 (21d8 + 96)
Speed Walk 30 ft.
CR 10
STR 21 +5
DEX 15 +2
CON 18 +4
INT 10 +0
WIS 14 +2
CHA 17 +3

Traits

Magic Resistance

The vampire has Advantage on saving throws against spells and other magical effects.

Vampire Weakness

The vampire has these weaknesses:
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Forbiddance
The vampire can't enter a residence without an invitation from an occupant.
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Running Water
The vampire takes 20 Acid damage if it ends its turn in running water.
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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.
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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.
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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.

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 ().
Confirmation

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