rpg—rules

monster

Vampire Familiar

Medium or Small Humanoid, Neutral Evil

Armor Class
15
Hit Points
65 (10d8 + 20)
Challenge rating
3
CHA
14 (+2)
CON
15 (+2)
DEX
16 (+3)
INT
10 (+0)
STR
17 (+3)
WIS
10 (+0)

Medium or Small Humanoid, Neutral Evil

AC 15 · Initiative +5 (15)

HP 65 (10d8 + 20)

Speed 30 ft., Climb 30 ft.

Ability Score Mod Save
Str 17 +3 +3
Dex 16 +3 +5
Con 15 +2 +2
Int 10 +0 +0
Wis 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)

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 · SRD 5.2.1 · page 334