Halfling Vampire (5e Creature)
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Small undead (shapechanger), lawful evil
Saving Throws Dex +6, Wis +3
Brave. The vampire has advantage on saving throws against being frightened.
Halfling Nimbleness. The vampire can move through the space of any creature that is of a size larger than it.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sun light or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny woodland creature or a Medium cloud of smoke, or back into its true form. Common woodland creatures include badgers, skunks, squirrels, and beavers.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampiric Weaknesses. The vampire has the following special flaws:
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Bite (Beast or Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Shortsword (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage.
Sling (Vampire Form Only). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Few races enjoy life and the basic comforts of a quiet, peaceful existence more than the halflings. Thus, when one of these fine creatures is driven into a life of evil by the preying of some sinister vampire, the world suffers a great loss.
Halfling vampires shun the comforts of physical life that were so dear to them before their transformation. They live in dark and dreary places that do not serve to remind them of the happiness they have left behind. Their loss of happiness and contentment has led them to despise all those who are able to curl up before a crackling fire with a good story and a mug of ale, driving them to do what they can to shatter the complacent lives of other halflings whenever they can.
Halfing vampires lack the Charm and Children of the Night abilities of other vampires.
Undead Nature. A halfling vampire doesn't require air.