Vampire Spawn
Vampire Spawn, CR 5
STR
17
+3
DEX
17
+3
CON
17
+3
INT
11
+0
WIS
10
+0
CHA
13
+1
Special Abilites
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes Radiant Damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 Acid Damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is Incapacitated in its resting place, the vampire is Paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 Radiant Damage when it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two attacks, only one of which can be a bite attack. Claws. Melee Attack : 1d20+6 to hit, reach 5 ft., one target. Hit: 8 ( 2d4+3 ) Slashing Damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Bite. Melee Attack : 1d20+6 to hit, reach 5 ft., one one willing creature, or a creature that is grappled by the vampire, Incapacitated, or Restrained. Hit: 6 ( 1d6+3 ) Piercing Damage plus 7 ( 2d6 ) Necrotic Damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target is the recipient of a Greater Restoration spell or similar magic. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under the vampire's control, and after retreating to its resting place for one full day, the vampire spawn will emerge with 7 1d8+3 permanently added to its hit point maximum. After creating six new spawn under its control, the original spawn will emerge as a full-fledged Vampire.
Legendary Actions
The vampire can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The vampire regains spent epic actions at the start of its turn. Move. The vampire moves up to its speed without provoking Opportunity Attacks. Claws. The vampire makes one attack with its claws. Bite (Costs 2 Actions). The vampire makes one bite attack.
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