Vampire Spawn
A relatively-young undead creature that survives by drinking the blood of others.
| Hit Dice | 4** (18 hp) |
| Armor Class | 14 |
| Movement | 40’ any direction |
| Attacks | 1 (+3) @ energy drain (touch, 1d6) |
| Alignment | Chaotic |
| Save | 10 (4) |
| Morale | 9 |
- Typically found in ruins, tombs, and deserted areas.
- Immune to damage from non-magical weapons.
- Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.
- At 0 hp, changes into cloud of mist and flees to coffin.
- Mist must return to coffin within 12 turns or it dissipates (and is destroyed).
- If also reduced to 0 HD, instead turns to cloud of dust and is destroyed immediately.
Regeneration
- Regenerates 3 hit points at the start of each round until destroyed.
- Cannot regenerate beyond current HD maximum.
- Regenerates 1 HD (along with an equivalent number of hit points) for each long rest in a coffin.
- Regeneration doesn’t work when:
- Heart is punctured by a stake or silver blade,
- Head is missing, or
- Body is completely submerged in water.
Energy Drain
Damage inflicted by this attack reduces the target’s maximum HP.
- A humanoid killed by this ability becomes a vampire in 3 days.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
Undead
- Make no sounds before attacking.
- Immune to poison and other effects that only affect living creatures.
- Immune to mind reading / altering spells and spell-like effects, (ex: charm, fear, hold, sleep).
Weaknesses
- Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
- Cannot rest in a blessed coffin.
- Repelled by odor of garlic, must Save each round to attack while nearby.
- Unable to come within 10’ of a wielded holy symbol.
- May attack wielder from another angle, if possible.
- Unable to cross running water except via a bridge or while carried inside coffin.
- Unable to enter a private residence without being invited.
- Does not cast a reflection or shadow.
- Tends to avoid mirrors.
- Partly blinded by light from Continual Light spell (disadvantage on attack).
- Burned by holy water (1d6+1 damage per vial).
- Loses 1 hp per round and cannot regenerate while completely submerged in water.
- Destroyed if reduced to 0 hp while submerged.
- While exposed to direct sunlight, must Save at the beginning of each round or lose 2 HD (along with an equivalent number of hit points) and become frightened of the sun.
- If unable to move, no saving throw can be made, damage is automatic.
- Partly blinded while in sunlight (disadvantage on attack).
- If heart is punctured by a wooden stake, loses 8 HD (along with an equivalent number of hit points).
- If stake is removed, damage is recovered as above.
- If heart is punctured by a silver blade, loses 1 HD per round while blade remains (along with an equivalent number of hit points).
- If silver blade is removed, damage is recovered as above.
- If head is removed, loses 7 HD (along with an equivalent number of hit points).
- If decapitated head is replaced, reattaches during long rest in coffin.
- Once head is reattached, subsequent long rests in coffin can recover damage as above.
- If decapitated head is stuffed with garlic, loses additional 1 HD.
- Head cannot be re-attached while stuffed with garlic.
- If buried face-down at a crossroads, any HD and hit point loss is doubled.
- While head is missing and/or heart is punctured by a stake or silver blade:
- Cannot regenerate, and
- Must Save at the beginning of each round or be stunned until the end of the round.
At Higher Levels
Vampire Spawn gain additional abilities as they age and become more powerful.
| HD | HP | AC | Atk Mod | Damage | Additional Features |
|---|---|---|---|---|---|
| 5** | 22 | 15 | +4 | 1d8 | Shapeshift (Cloud of Mist) |
| 6** | 27 | 16 | +5 | 1d8 | Bestial Minions, Shapeshift (Giant Bat) |