b'Vampiric Vanguard \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  127 (15d8 + 60)  Speed  40 ft., climb 20 ft.\n'b' STATS STR: 19 (+4) DEX:  16 (+3)  CON:  18 (+4)  INT:  11 (+0)  WIS:  10 (+0)  CHA:  8 (\xe2\x80\x931)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Wis  +3  Skills   Athletics  +7,  Acrobatics  +6,  Perception  +3  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Senses   darkvision  60 ft., passive  Perception  13  Languages  the languages it knew in life Challenge 7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Bloodthirsty . When the vampiric vanguard is below half its  hp  maximum, it has advantage on all  melee attack  rolls against creatures that aren\xe2\x80\x99t Constructs or Undead. \n'b'  Spider Climb . The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Undead Nature . The vampiric vanguard doesn\xe2\x80\x99t require air. \n'b'  Vampire Weaknesses . The vampire has the following flaws:\n'b'\n'b'\n'b'  Forbiddance . The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b'  Harmed by Running Water . The vampire takes 20 acid damage when it ends its turn in running water. \n'b'  Tragic Champions . Vampire lords often transform vanquished paladins and other protectors of light into vampiric vanguards, reveling in the horrid juxtaposition between life and undeath while utilizing their warriors\xe2\x80\x99 spirit. \n'b'  Bloodthirsty Regeneration . The vanguard\xe2\x80\x99s unique transformation grants it powerful jaws and claws that are longer than most  vampires . Vanguards put these to good use because, unlike other  vampires , they cannot  regenerate  wounds without drinking blood or eating flesh. The vanguards survive their own wounds only if they fight and devour their opponents. \n'b'  Stake to the Heart . The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is  incapacitated  in its resting place. \n'b'  Sunlight Hypersensitivity . The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on  attack  rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The vampire vanguard makes one Bite  attack  and two Claw attacks. If the vanguard hits one target with both Claw attacks, the target must succeed on a DC 15  Constitution  saving throw or take 7 (2d6) slashing damage, and the vampire regains  hp  equal to that amount. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s  hp  maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains  hp  equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its  hp  maximum to 0. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Fleet of Foot . The vampire takes the  Dash  action. \n'b'\n'b' ABOUT \n'b' Vampire lords animate many undead creatures to serve their various needs. Skeletons and zombies serve as frontline troops for their armies, while vampire spawn serve as devoted aide-de-camps who carry out orders unerringly. Vampiric vanguards make excellent shock troops and line breakers, destroying the flesh and spirit of their foes with enormous claws.'