Vampire (JJBA Supplement)
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Medium undead (Vampire), any
Saving Throws Dex +8, Int +6
Regeneration. The vampire regains 13 (2d6 + 6) hit points and the start of their turn if they have at least 1 hit point and isn't in sunlight. They may spend 1 spirit point when this happens to double the hit points regained. If the vampire takes radiant damage, this trait doesn't work until the start of their next turn. When they are reduced to 0 hit points, they may spend 1 spirit point to remain at 1 hit point instead. If they would be killed, they must spend 2 spirit points and become incapacitated until the end of their next turn.
Sunlight Hypersensitivity. The vampire takes 7 (2d6) radiant damage at the beginning of each turn they starts their turn in sunlight, or when they enter direct sunlight.
Spirit Points. The vampire has 3 spirit points which they may expend. They regain all spirit points at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. They regain a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under their control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.
Regeneration (1 Spirit Point). If they have at least 1 hit point, the vampire recovers 95 hit points or regains 1 lost limb within 30 ft. of them. They may spend 1 additional spirit point to double these effects.