Illustration Xan Drake

Vampire Spawn

System Reference Document 5.1
Challenge 5
(1,800 XP)
Robinloft Estimated CR 5
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8+33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws Dex +6, Wis +3
Skills Perception +3, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Environments underdark, urban
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 when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

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.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 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 finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Vampires

“In the velvet shroud of night, where shadows dance and the moon casts a silvery glow, the Vampire awakens—a timeless predator with an insatiable thirst.”

Vampires are the epitome of undead elegance and horror, blending charm with malevolence, seduction with predation.

Eternal Allure. Beneath a vampire’s ageless beauty lies a heart of darkness. Their pale skin, piercing eyes, and crimson lips can mesmerize victims, making them susceptible to the vampire’s will.

Bloodlust. The thirst for blood is a vampire’s eternal curse. They feed not only to sustain their unlife but often to dominate and control. A vampire’s bite can drain life, turn mortals into thralls, or even spawn new vampires.

Masters of the Night. The sun is anathema to them. Vampires are creatures of the night, commanding dark powers, transforming into bats or mist, and displaying strength and speed beyond mortal bounds.

Coffin-bound. Vampires retreat to their coffins, crypts, or gravesites during daylight or when seeking refuge. These sanctuaries are often protected by thralls, other undead, or dark magics.

Lords of Deception. Beyond their physical might, vampires are master manipulators. They weave intricate plots, using charm, guile, and sometimes sheer terror to achieve their goals. Their immortal existence allows them the patience to see long games to fruition.

Legacy of the Damned. While some wear their curse with tragic dignity, others revel in their unholy state, creating vast networks of minions, amassing wealth, and ruling domains from the shadows.

Vampire Spawn

Not yet described

Known Relationships

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