World of Shinderia
Vampire's Weaknesses: Forbiddance, Harmed by Running Water(20 acid Damage), Stake to the Heart, Sunlight Hypersensitivity(20 Radiant Damage) Regeneration: Heals 20hp at the start of his turn Spider Climb Water Walk Magical Weapons
Multiattack: 3 Kusarigama attacks, one of which can be replaced by a Phantom Chain attack. Kusarigama(Sickle and chain): +7 to hit, 20ft range, 7 (1d6+4) slashing. All creatures in a 10ft radius of the target suffer 7 (2d6) slashing damage(DC 15 dex save for half) as spinning blades materialize in the air for an instant. Phantom Chain(Recharge 5-6): All creatures of the Lesser Vampire Ninja’s choice within 20ft must succeed a DC 15 strength saving throw or become restrained by phantasmal chains. At the end of Lesser Vampire Ninja's turn, all restrained creatures suffer 3(1d6) necrotic damage and he gains temporary hit points equal to the total damage dealt to all creatures. A creature can use it's action to attempt a DC 15 arcana check to free a restrained creature within 5ft, including the restrained creature itself. Dispel Magic removes these chains. Bonus Action: Life Drain: A random creature restrained by the phantom chains suffers 3 (1d6)necrotic damage. The target must succeed a DC 15 Constitution saving throw, or it's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if it's hit point maximum is reduced to 0. A humanoid slain by this attack rises 24 hours later as a Wight under the Guardian's control, unless the humanoid is restored to life or its body destroyed. The guardian can have no more than 12 Wights under it's control at one time.