Mind Drinker Vampire

Mind Drinker Vampire
CR 4Medium Undead, Neutral Evil
Reveal Stat Block
Armor Class
14Hit Points
55 (10d8 + 10)Speed
30 ft., fly 30 ft. (hover)str
16
+3
dex
18
+4
con
12
+1
int
19
+4
wis
13
+1
cha
14
+2
Traits
Shadow Stealth.While in dim light or darkness, the vampire can take the Hide action as a bonus action.
Sunlight Sensitivity.While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack.The vampire makes two attacks, only one of which can be a bite attack.
Bite.mw 6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. ({@damage 1d6 + 4) piercing damage plus 7 (2d6) 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 its hit point maximum is reduced to 0.
Unarmed Strike.mw 6 to hit, reach 5 ft., one target. ({@damage 1d8 + 4) bludgeoning damage. The vampire can also grapple the target (escape 13) if it is a creature and the vampire has a hand free.
Mind Siphon 5.The vampire targets a creature it can see within 30 feet of it. The target must make a 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts.