Vampyre (5e Creature)
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Medium humanoid, neutral evil
Multiattack. The vampyre makes two attacks: one with its claws and one with its bite.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Instead of dealing damage, the vampyre can grapple the target (escape DC 12).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must succeed a DC 13 Wisdom saving throw or be charmed by the vampyre. While charmed the target sees the vampyre as a trusted authority figure to be protected. Each time the vampyre or the vampyre's allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 10 minutes or until the vampyre is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampyre, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage and 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampyre heals hit points equal to half the amount drained. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Also known as vrylokas, vampyres are alpha predators, hunters who fill the same ecological niche as tigers or wolves, only their prey are humanoid races. Vampyres exists on the blood of their victims. Unlike true vampires, vampyres are not undead; while it gains none of the powers of the undead, neither does it have any of the undead weaknesses.