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System Reference Document 5.2.1
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 16 +3 +6 Con 16 +3 +3
Int 11 +0 +0 WIS 10 +0 +3 Cha 12 +1 +1
Skills Perception +3, Stealth +6
Resistances Necrotic
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language
CR 5 (XP 1,800; PB +3)
Traits
Spider Climb. The vampire can climb difficult surfaces, 
including along ceilings, without needing to make an 
ability check.
Vampire Weakness. The vampire has these 
weaknesses:
Forbiddance. The vampire can’t enter a residence with-
out an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it 
ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a 
weapon that deals Piercing damage is driven into the 
vampire’s heart while the vampire has the Incapaci-
tated condition.
Sunlight. The vampire takes 20 Radiant damage if it 
starts its turn in sunlight. While in sunlight, it has Dis-
advantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two Claw attacks and 
uses Bite.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) 
Slashing damage. If the target is a Medium or smaller 
creature, it has the Grappled condition (escape DC 13) 
from one of two claws.
Bite. Constitution Saving Throw: DC 14, one creature 
within 5 feet that is willing or that has the Grappled, 
Incapacitated, or Restrained condition. Failure: 5 (1d4 
+ 3) Piercing damage plus 10 (3d6) Necrotic dam-
age. The target’s Hit Point maximum decreases by an 
amount equal to the Necrotic damage taken, and the 
vampire regains Hit Points equal to that amount.
Bonus Actions
Deathless Agility. The vampire takes the Dash or Dis-
engage action.
Vampire
Medium or Small Undead, Lawful Evil
AC 16  Initiative +14 (24)
HP 195 (23d8 + 92)
Speed 40 ft., Climb 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 18 +4 +9 Con 18 +4 +9
Int 17 +3 +3 WIS 15 +2 +7 Cha 18 +4 +9
Skills Perception +7 , Stealth +9
Resistances Necrotic
Senses Darkvision 120 ft.; Passive Perception 17
Languages Common plus two other languages
CR 13 (XP 10,000, or 11,500 in lair; PB +5)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If 
the vampire fails a saving throw, it can choose to suc-
ceed instead.
Misty Escape. If the vampire drops to 0 Hit Points out-
side its resting place, the vampire uses Shape-Shift to 
become mist (no action required). If it can’t use Shape-
Shift, it is destroyed. 
 While it has 0 Hit Points in mist form, it can’t return 
to its vampire form, and it must reach its resting place 
within 2 hours or be destroyed. Once in its resting 
place, it returns to its vampire form and has the Para-
lyzed condition until it regains any Hit Points, and it 
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, 
including along ceilings, without needing to make an 
ability check.
Vampire Weakness. The vampire has these 
weaknesses:
Forbiddance. The vampire can’t enter a residence with-
out an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it 
ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing 
damage is driven into the vampire’s heart while the 
vampire has the Incapacitated condition in its resting 
place, the vampire has the Paralyzed condition until 
the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it 
starts its turn in sunlight. While in sunlight, it has Dis-
advantage on attack rolls and ability checks.
Actions
Multiattack (Vampire Form Only). The vampire makes 
two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: 
+9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage 
plus 7 (2d6) Necrotic damage. If the target is a Large or 
smaller creature, it has the Grappled condition (escape 
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving 
Throw: DC 17 , one creature within 5 feet that is willing 
or that has the Grappled, Incapacitated, or Restrained 
condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 
(3d8) Necrotic damage. The target’s Hit Point maximum 