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.