Vampire Spawn
Vampire Spawn CR: 5
STR
16 +3
DEX
16 +3
CON
16 +3
INT
13 +1
WIS
10 +0
CHA
12 +1
Regeneration. The vampire regains 20 hit points at the start of it's 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 cam 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 occupiers. Harmed by running water. The vampire takes 20 acid damage if it ends it's turn in running water. Stake to the heart. If a piercing weapon made of wood is driven into the vampire's heart whilst the vampire is incapacitated in it's resting place, the vampire is paralysed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts it's turn in sunlight. Whilst 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. Unarmed Strike. Melee Weapon Attack +6 to hit, reach 5 ft, one creature. Hit 8 1d8+4 bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). 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+4 piercing damage, plus 7 3d6 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 the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0.
Suggested Environments
Anywhere there is a vampire.
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