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world of excal-heim

Vampire Spawn CR: 4 (1,100 XP)

Medium undead, neutral evil
Armor Class: 12 Natural armor
Hit Points: 82 [roll11d8+33]
Speed: 30 ft

STR

16 +3

DEX

16 +3

CON

16 +3

INT

7 -2

WIS

10 +0

CHA

12 +1

Saving Throws: Dex +6, Wis +3
Skills: Perception +3, Stealth +6
Damage Vulnerabilities: Silvered weapons
Damage Resistances: necrotic
Senses: Darkvision 60 ft., passive Perception 13
Languages: the languages it knew in life
Challenge Rating: 4 (1,100 XP)

Regeneration. The vampire regains 5 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from silvered weapons, 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.   Vampiric Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.   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.

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 unable to move. Hit: 4 1d8 necrotic damage. The target's maximum hp is reduced by the amount of damage dealt, and the vampire regains that much hp. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.   Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 1d4+3 slashing damage. When the vampire deals 4 or more damage, the target makes a con save, gaining 1 level of exhaustion on a fail. DC 10 + 1/2 Damage dealt.   Grapple. the vampire can grapple one target within 5ft (escape DC 13).


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