A true vampire: grappling strikes and a draining bite, charm, bat and mist shapes, and legendary speed in a fight.
AC
HP
Speed
CR
XP
16
195 (23d8+92)
40 ft, climb 40 ft
13
10000
STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3)
15 (+2)
18 (+4)
Saving throws: DEX +9, WIS +7, CHA +9
Skills: Perception +7, Stealth +9
Resistant: necrotic
Senses: darkvision 120 ft; passive Perception 17
Languages: Common, two other languages
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). When the vampire fails a saving throw, it can choose to succeed instead: three times a day, or four in its lair.
Misty Escape. When the vampire drops to 0 Hit Points anywhere but its resting place, it becomes mist with Shape-Shift (no action needed); if it can't, it is destroyed. At 0 Hit Points as mist it can't change back and must reach its resting place within 2 hours or be destroyed. There it returns to vampire form, Paralyzed until it regains a Hit Point, which comes after an hour. Text only here: this block names no resting place.
Spider Climb. The vampire can climb difficult surfaces, ceilings included, without an ability check.
Vampire Weakness. Forbiddance: it can't enter a home without an invitation from someone living there. Running water: it takes 20 Acid damage if it ends its turn in running water. Stake: a piercing weapon driven into its heart while it is Incapacitated in its resting place leaves it Paralyzed until the weapon is pulled out. 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 (Vampire Form Only). Makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. A Large or smaller target has the Grappled condition (escape DC 14), held by one of the vampire's two hands.
Bite (Bat or Vampire Form Only). Constitution saving throw: DC 17, one creature within 5 feet that is willing or is Grappled, Incapacitated or Restrained. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum drops by the Necrotic damage taken and the vampire regains that many Hit Points. A Humanoid it kills this way that is then buried rises at the next sunset as its vampire spawn.
Bonus actions
Charm (Recharge 5-6). The vampire casts Charm Person with no components, using Charisma (spell save DC 17); the spell lasts 24 hours. The charmed target willingly accepts the vampire's Bite, and the Bite's damage doesn't end the spell. When the charm ends, the target doesn't know it was charmed. Text only for the engine for now.
Shape-Shift. If it isn't in sunlight or running water, the vampire turns into a Tiny bat (Speed 5 ft., Fly 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly 30 ft., hovering), or back into its vampire form. What it wears changes with it. As a bat it can't speak; otherwise it keeps its statistics apart from size and speed. As mist it can't act, speak or handle objects, weighs nothing, can enter and stay in an enemy's space, passes wherever air can (not through liquid), and has Resistance to all damage except sunlight's. The engine runs this through the block's forms.