Vampire Spawn

Medium or Small Undead, Neutral Evil

AC 16    Initiative +3 (13)
HP 90 (12d8 + 36)
Speed 30 ft.

Ability Scores
STR 16 (+3) Save +3    DEX 16 (+3) Save +6    CON 16 (+3) Save +3
INT 11 (+0) Save +0    WIS 10 (+0) Save +3    CHA 12 (+1) Save +1

Skills Perception +3, Stealth +6
Resistances Necrotic
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language
CR 5 (XP 1,800; PB +3)

Traits

  • Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
  • Vampire Weakness. The vampire has the following weaknesses:
    • Forbiddance. Cannot enter a residence without an invitation from an occupant.
    • Running Water. Takes 20 acid damage if it ends its turn in running water.
    • Stake to the Heart. Destroyed if a piercing weapon is driven into its heart while it is Incapacitated.
    • Sunlight. Takes 20 radiant damage at the start of its turn. While in sunlight, has Disadvantage on attack rolls and ability checks.

Actions

  • Multiattack. The vampire makes two Claw attacks and uses Bite.
  • Claw. Melee Attack: +6, reach 5 ft. Hit: 8 (2d4 + 3) slashing damage. If the target is Medium or smaller, it is Grappled (escape DC 13).
  • Bite. One creature within 5 ft. that is willing or Grappled, Incapacitated, or Restrained must make a DC 14 Constitution saving throw. On a failure: Takes 5 (1d4 + 3) piercing damage plus 10 (3d6) necrotic damage. Target’s max HP is reduced by the necrotic damage taken, and the vampire regains that many Hit Points.

Bonus Actions

  • Deathless Agility. The vampire takes the Dash or Disengage action.
DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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