Vampire Warden
Medium Undead, Neutral EvilStone-Skinned, Blood-Drinking Guardian
Habitat Underdark, Urban — Treasure Any
Vampires need trusted guards for their lairs, minions, and treasures. After all, vampire familiars don't live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more durable spawn to serve as watchful guardians. These vampire wardens appear to have the same pallid flesh as most vampires but, through sheer force of will, can shrug off blows that might fell others. When most vampires would be destroyed, a warden turns to stone, heals itself, and is ready for service once again.
AC 18
Initiative +6 (16)
HP 190 (21d8 + 96)
Speed 30 ft.
STR
21 (+5)
Save +5
DEX
15 (+2)
Save +2
CON
18 (+4)
Save +8
INT
10 (+0)
Save +0
WIS
14 (+2)
Save +6
CHA
17 (+3)
Save +3
Saving Throws CON +8, WIS +6
Skills Athletics +9, Perception +10
Resistances Necrotic
Condition Immunities Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 20
Languages Common
CR 10
Traits
Immobile Restoration. If the vampire drops to 0 Hit Points while it doesn't have the Petrified condition, it turns to stone, regains 50 Hit Points, and has the Petrified condition for 1 hour.
Magic Resistance. The vampire has Advantage on saving throws against spells and other magical effects.
Vampire Weakness. The vampire has these weaknesses: Forbiddance: The vampire can't enter a residence without an invitation from an occupant. Running Water: The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart: If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition, the vampire has the Paralyzed condition until the weapon is removed. Sunlight: The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two Claw attacks and uses Bite or Guardian's Command.
Claw. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
Bite. Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 7 (1d4 + 5) Piercing damage plus 7 (2d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Guardian's Command. The vampire casts Compulsion, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).
Reactions
Resilient Flesh. Trigger: The vampire is hit by a melee attack roll from an attacker the vampire can see. Response: The vampire reduces the damage it takes from the attack by 11 (2d6 + 4).