Vampire Familiar
Small · Humanoid · CR 3
- Type
- Humanoid
- Size
- Small
- Alignment
- neutral evil
- Armour class
- 15 (natural armor)
- Hit points
- 65 (10d8 + 20)
- Initiative
- +5
- Speed
- 30 ft., climb 30 ft.
- Saving throws
- Strength +3, Dexterity +5, Constitution +2, Intelligence +0, Wisdom +2, Charisma +2
- Skills
- Perception +4, Persuasion +4, Stealth +7
- Damage resistances
- necrotic
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- Common plus one other language
- Challenge
- 3 (700 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 16 (+3) | 15 (+2) | 10 (+0) | 10 (+0) | 14 (+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. 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.
New in the 2024 rules
This does not appear in the 2014 System Reference Document.