Homebrew
Vampire Base CR: 3
Small to Large undead, any
Armor Class: 15 (natural armor)
Hit Points: 55 (7d8+24) 7d8+24
Speed:
30 ft
Saving Throws: Dex +5, Wis +2, Cha +5
Skills: Perception +2, Stealth +5
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Senses: darkvision 60 ft., passive Perception 13
Languages: Any it knew in life
Challenge Rating: 3
( 700 XP)
Proficiency Bonus: +2
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vampire takes radiant damage, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. Staked. The vampire is destroyed if a piercing weapon made of wood is driven into its heart and its mouth while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 3) piercing damage plus necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13)
Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bit attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour or until the vampire is destroyed, is on a different planeof existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.