Vampire Familiar

Medium or Small Humanoid, Neutral Evil
Initiative +5 (15)
AC 15
HP 65 (10d8 +20)
Speed 30 ft., Climb 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
17
+3
+3
Dex
16
+3
+5
Con
15
+2
+2

Int
10
+0
+0
Wis
10
+0
+2
Cha
14
+2
+2

Skills Perception +4, Persuasion +4, Stealth +7
Resistances Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3 (XP 700; PB +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. Hit: 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.

Vampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons, incapacitating unsuspecting targets and leaving their victims as helpless prey for their vampire masters. Many vampire familiars aspire to eventually become vampires, while others are magically charmed or serve as part of some terrible bargain. In each case, these vampire servants show signs of their vampiric corruption, such as corpse-like complexions, uncanny reflexes, and evidence of their masters' repeated feedings. A vampire familiar loses its supernatural abilities and returns to its original Humanoid state if its vampire master is destroyed.
Monster Manual 2024
  1. DnD 2024 Monsters › Vampire Familiar