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Vampire Familiar 2024

CR 3 humanoid

Small humanoid, neutral evil


Armor Class
15 (natural armor)
Hit Points
65 (10d8 + 20)
Speed
30 ft., climb 30 ft.
Initiative
+5

STR17 (+3)
DEX16 (+3)
CON15 (+2)
INT10 (+0)
WIS10 (+0)
CHA14 (+2)

Saving Throws
Strength +3, Dexterity +5, Constitution +2, Intelligence +0, Wisdom +2, Charisma +2
Skills
Perception +4, Persuasion +4, Stealth +7
Resistances
necrotic
Senses
darkvision 60 ft., passive Perception 14
Languages
Common plus one other language
Challenge
3 (700 XP) · Proficiency Bonus +2

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. 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: System Reference Document 5.2 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 details