Magic Resistance. The vampire has Advantage on saving throws against spells and other magical effects.
Vampire Weakness. The vampire has these weaknesses:
Guardian's Command. The vampire casts Compulsion, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).
Multiattack. The vampire makes two Claw attacks and uses Bite or Guardian's Command.
Claw. Melee Attack Roll: +9, reach 5 ft. Hit:14 (2d8 + 5) Slashing damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
Bite. Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 7 (1d4 + 5) Piercing damage plus 7 (2d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Resilient Flesh. Trigger: The vampire is hit by a melee attack roll from an attacker the vampire can see. Response: The vampire reduces the damage it takes from the attack by 11 (2d6 + 4).
Stone-Skinned, Blood-Drinking Guardian