Vampire Familiar

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Description

Medium or Small Humanoid, Neutral Evil

Collection: Vampires

Statistics

  • Armor Class: 15
  • Hit Points: 65 (10d8 + 20)
  • Initiative: +5 (score 15)
  • Speed: Walk 30 ft., Climb 30 ft.
  • Challenge: CR 3, 700 XP, proficiency bonus +2

Abilities

  • Strength: 17 (+3); save +3
  • Dexterity: 16 (+3); save +5
  • Constitution: 15 (+2); save +2
  • Intelligence: 10 (+0); save +0
  • Wisdom: 10 (+0); save +2
  • Charisma: 14 (+2); save +2

Skills

  • Perception: +4
  • Persuasion: +4
  • Stealth: +7

Defenses

  • Damage Resistances: Necrotic
  • Condition Immunities: Charmed (except from its vampire master)

Senses and Languages

  • Senses: Darkvision 60 ft.; Passive Perception 14
  • Languages: Common plus one other language

Gear

  • Daggers (10)

Traits

Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar’s senses.

Actions

Multiattack. The familiar makes two Umbral Dagger attacks.

Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.

Bonus Actions

Deathless Agility. The familiar takes the Dash or Disengage action.

Source

  • Document: System Reference Document 5.2.1
  • Version: 5.2.1
  • License: CC-BY-4.0
  • Pages: 334
  • URL: https://www.dndbeyond.com/srd