Alright so the statblocks for 5e D&D I made. We'll start with the basics I made.
Borrowers having an obfuscation ability to help them hide, and little arrows that hardly do any real damage but instead inflict status problems. Generally so they can get away.
Wayfinders are trained borrowers who make it their specialty to do borrowing in the hardest to get places, or between the communities the borrowers collect in, which I call colonies.
Ignore the rapier on both for now as I haven't decided how I plan to handle that. I am thinking of 1 damage for borrower needle weapons, and 3 damage for Wayfinders.
A little lore piece from how I have them set up:
The ideal habitat for a borrower is in a structure built by another larger creature. Abandoned is preferred however with food nearly always being front of mind an attic or basement sufficiently hidden in an occupied home is also acceptable.
Borrowers will build a complex maze of fabric lined tunnels throughout a structure to more easily obtain the things they need without being seen. A quiet library next to a bakery becomes a network of passages and hidden doors that lead to all sorts of useful resources.
The Borrower can also live in the wilderness and prefers forests, and hills. Ideally things that give them cover from avian predators. Many dig their tunnels into large trees, or into a rocky outcrop. Always well above water level in preparation for potential flooding.
Signs of a Borrower colony in the wilds are tended gardens of vegetables or fruit as well as a distinct lack of small mammals, as the little folk seem to drive them out of an area they live in.
They are called Borrowers for their strange form of exchange they perform for things they steal from a property they inhabit.
Window leaks will self mend, holes in ones foundation repaired, beams within walls tended to, hard to reach moulds cleaned away. Borrowers take great pride in the work they do to maintain whatever structure they choose to live in.
Additionally rats and other vermin will find no refuge within a structure a colony of borrowers inhabit, as they are a real threat to the tiny folk.
Now where things get interesting is how we modify this into a vampire. If we pull from an old D&D book and look at how they adapted vampires to other races like elves, we get some very interesting ideas.
Elven vampires can be out in the sunlight! To destroy one you have to burn them in fresh flower petals for a whole day. They appear like twisted and scarred mockeries of their mortal forms. Forests around them decay and fall victim to disease.
It turns the sacred or typical features of the species and flips them. So for borrowers who generally would be nocturnal to keep away from the bigger races having a moonlight weakness adds up, for example.
Mosquitos must make trades for the blood they take. Their victims will be tired, yet with a well cared for home. Dishes cleaned, house in well repair, even garden beautiful and flowering. The only exception to this is the vermin who can be found throughout the property.
Their victim slowly get in worse and worse health until they perish, and the mosquito can move on to their next victim. The clever Mosquito will target a whole family, able to spread the burden on it's hunger on many individuals perhaps even for generations while it whispers commands into their ears.
It can also turn other borrowers into Mosquitoes in a way similar to a regular vampire, and they commonly do. Borrowers typically hold a bitterness to their former kin who bask in what the Mosquito no longer can. Company, companionship, and holy moonlight. So the Mosquito seeks to spread their curse vindictively to it's former colony.
Bonus borrower variant, the Nymphlet! Like a tiny Naiad!