AC 17 (natural armor)
HP 112 (15d6+60; bloodied 56)
Speed 35 ft.
Proficiency +3; Maneuver DC 15
Saving Throws Dex +6, Wis +5
Skills Perception +5 (+1d6), Stealth +6 (+1d6)
Damage Vulnerabilities radiant
Damage Resistances necrotic; damage from nonmagical, non-silvered weapons
Senses darkvision 120 ft., passive Perception 18
Languages Common, Halfling
Regeneration. Penner regains 10 hit points at the start of his turn if he has at least 1 hit point and hasn’t taken radiant damage since his last turn.
Spider Climb. Penner can climb even on difficult surfaces and upside down on ceilings.
Vampire Weaknesses. When Penner ends his turn in contact with one of his weaknesses (such as being bathed in sunlight or running water), he takes 20 radiant damage. While in contact with his weakness, Penner can’t use his Regeneration trait.
ACTIONS
Multiattack. Penner makes two attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target that is grappled , incapacitated , restrained , or willing. Hit: 9 (1d10+4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest . If the target is reduced to 0 hit points by this attack, it dies.
Grab. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. The target is grappled (escape DC 15).
BONUS ACTIONS
Rapid Dash (1/Turn). Penner can use a bonus action to take the Dash action.
REACTIONS
Hissing Scuttle (1/Day). When Penner takes radiant damage, he moves up to his Speed without provoking opportunity attacks .
Penner doesn’t engage the PCs in combat, instead fleeing for cover and the chance to hide again.