Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
Proficiency Bonus +
Proficiency Bonus + (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 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
Challenge 5 (1,800 XP)
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.
- 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).
- 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A vampire spawn is a lesser form of a vampire, created when a true vampire slays a mortal and leaves its body to rise again. A vampire spawn retains some of the abilities and traits of its former life, such as its appearance, personality, and language, but it is twisted by the curse of undeath and driven by a hunger for blood. A vampire spawn is bound to the will of its creator, unless it drinks the blood of the true vampire and becomes a full-fledged vampire itself. A vampire spawn looks much like it did in life, but its features are often hardened and predatory, with pale skin, red eyes, and sharp fangs.
COMBAT
A vampire spawn is a cunning and ruthless opponent, using its speed, strength, and natural weapons to overcome its prey. It can climb on walls and ceilings, and regenerate from most wounds, unless exposed to sunlight or running water. It can also charm or frighten its victims with its gaze, making them easier to bite. A vampire spawn’s bite drains the life force of its target, reducing its hit point maximum and healing the vampire spawn. The target dies if this effect reduces its hit point maximum to zero. A vampire spawn has several weaknesses that can be exploited by its enemies. It cannot enter a residence without an invitation from one of the occupants, it takes damage from holy water and radiant sources, it is destroyed if a wooden stake is driven into its heart while it is in its resting place, and it suffers greatly from sunlight, which impairs its abilities and causes it to burn.
HABITAT / SOCIETY
A vampire spawn usually dwells in a dark and secluded place, such as a crypt, a vault, or a castle, where it can hide its coffin and the soil of its grave. It often serves as a guardian or a minion for its creator, carrying out its orders and protecting its lair. A vampire spawn may also form a pack with other spawn, hunting together and sharing their prey. A vampire spawn may seek to become a true vampire by drinking the blood of its master, but this is a risky and rare occurrence, as most true vampires are reluctant to share their power and immortality with their spawn.
ECOLOGY
A vampire spawn is an undead creature that feeds on the blood of living beings. It does not need to eat, drink, breathe, or sleep, but it must rest in its coffin for at least 6 hours every day. A vampire spawn does not age or decay, but it can be killed by certain means. A vampire spawn has no natural enemies, except for other vampires that may see it as a rival or a threat. A vampire spawn has a negative impact on the environment, as it kills or turns into spawn the creatures that live in its territory. It also causes plants to wither and shadows to move unnaturally within 500 feet of its lair.