Vampire Familiar
Medium or Small Humanoid, Neutral Evil
AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
MOD | SAVE | MOD | SAVE | |||||
---|---|---|---|---|---|---|---|---|
STR | 17 | +3 | +3 | INT | 16 | +3 | +5 | |
DEX | 15 | +2 | +2 | WIS | 10 | +0 | +0 | |
CON | 10 | +0 | +2 | CHA | 14 | +2 | +2 |
Skills Perception +4, Persuasion +4, Stealth +7
Resistances Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Bonus Actions
Deathless Agility. The familiar takes the Dash or Disengage action.
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.