Grabs a victim with its claws, bites to heal itself, and disengages freely; shuns sunlight.
AC
HP
Speed
CR
XP
16
90 (12d8+36)
30 ft
5
1800
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
11 (+0)
10 (+0)
12 (+1)
Saving throws: DEX +6, WIS +3
Skills: Perception +3, Stealth +6
Resistant: necrotic
Senses: darkvision 60 ft; passive Perception 13
Languages: Common, one other language
Traits
Spider Climb. The vampire can climb difficult surfaces, including upside down along ceilings, without making an ability check.
Vampire Weakness. The vampire has these weaknesses. Forbiddance: it can't enter a residence unless an occupant invites it in. Running Water: it takes 20 Acid damage if it ends its turn in running water. Stake to the Heart: it is destroyed if a weapon that deals Piercing damage is driven into its heart while it has the Incapacitated condition. Sunlight: it takes 20 Radiant damage if it starts its turn in sunlight, and while in sunlight it has Disadvantage on attack rolls and ability checks.
Actions
Multiattack. Makes two Claw attacks and uses Bite.
Claw. Hit: 8 (2d4 + 3) Slashing damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 13), held by one of the vampire's two claws.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or has the Grappled, Incapacitated or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum is reduced by the Necrotic damage it took, and the vampire regains that many Hit Points.
Bonus actions
Deathless Agility. The vampire takes the Dash action or the Disengage action.
Where you meet it
Castle Ravenloft, the Catacombs: The coffins are empty because their sleepers are already standing, and they have been waiting for you.
Castle Ravenloft, Strahd's Tomb: He is standing beside his own coffin with his hands behind his back, like a man waiting for a late carriage.