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Breadcrumb

Vampire Spawn

Challenge
str
18
dex
16
con
18
int
10
wis
14
cha
14

AC 15 (natural armor)

HP 76 (9d8 + 36; bloodied 38)

Speed 30 ft., climb 30 ft.


Proficiency +2; Maneuver DC 14

Saving Throws Dex +5, Wis +4

Skills Perception +4, Stealth +5

Damage Vulnerabilities radiant

Damage Resistances necrotic; damage from nonmagical, non-silvered weapons

Senses darkvision 60 ft., passive Perception 14

Languages the languages it knew in life


Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and hasn’t taken radiant damage since its last turn. 

Spider Climb. The vampire can climb even on difficult surfaces and upside down on ceilings.

Vampire Weaknesses. Vampires’ most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can’t use its Regeneration trait.


ACTIONS

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 14).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target that is grappled , incapacitated , restrained , or willing. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies.


REACTIONS

Hissing Scuttle (1/Day). When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks .

Combat

The vampire grabs and bites its most vulnerable opponent. Once it has weakened a foe with a bite attack, the vampire uses its Blood Charm on that target. When reduced to 30 hit points or fewer, the vampire retreats in animal or mist form through well-prepared escape routes, returning to take its revenge another day.


Vampire Quirks

1 The vampire’s eyes have giant pupils. It has disadvantage on attack rolls and Perception checks while in bright light

2 Instead of being weak to sunlight, the vampire has bat ears, winces at loud noises, and is vulnerable to thunder damage

3 Instead of being weak to sunlight, the vampire surrounds itself with candles and torches, has luminescent sparkling skin, and is weakened while in total darkness

4 Instead of being weak to sunlight, the vampire has frost-covered skin and is vulnerable to fire

5–7 Instead of a bat, the vampire most frequently Shapechanges into a (roll d6): 1 cat , 2 giant centipede , 3 jackal , 4 flying snake , 5 raven , 6 spider

8–10 Instead of sunlight and running water, the vampire is weakened when it (roll d10): 1 touches gold, 2 smells garlic, 3 enters a building without express permission, 4 smells flowers, 5 hears a certain children’s rhyme, 6 touches dirt, 7 hears its own name or that of someone from its past, 8 sees extracted teeth, 9 sees a mirror, 10 (roll twice more). The vampire is obsessed with its weakness, frequently talking about it and incorporating its symbols into its lair. A character can make a DC 12 Insight check to learn this weakness


Legends and Lore

With a History or Religion check, characters can learn the following: 

DC 10: Vampires are nocturnal undead that drink blood. Many religious orders hunt them.

DC 15: Most vampires are weak to sunlight, holy water, and radiant damage. They are shapechangers that can turn into clouds of mist or animals such as bats or wolves.

DC 20: Some vampires are weak to things other than sunlight. (A character researching a specific vampire learns its history, weaknesses, and quirks.)

Description

Many of a vampire’s victims rise as vampire spawn that serve their creators’ every whim. Vampire spawn become true vampires only when their master dies or voluntarily releases them. Until that day, vampire spawn do their creator’s bidding, clambering for scraps of attention and desperately trying to prove their worthiness to be made true vampires.

Behavior

Lair Behavior

1 Drinking blood from a wine glass and staring meditatively into the fire

2 Greets you by name and invites you to dinner: you and it have a common enemy

3 Pampering a charmed, innocent person

4 Muttering about its weakness


Lone Behavior

1 Hiding in ambush

2 Pale and furious with hunger

3 Tries to stall you with small talk until vampire spawn arrive

4 Roosting in bat form


Group Behavior

1 A master and apprentice(s) of equal power; there is no trust between them

2 Lovers who enjoy depraved entertainments such as corrupting holy knights

3 Ambassadors from rival clans negotiating a peace treaty

4 A clan in their lair

Signs

Wilderness and Underground Signs

1 Gusts of wind ruffle hair and extinguish naked flame

2 The distant cry of a wolf or other beast

3 Two vampire spawn scouts scuttling on the ground, wall, or ceiling; they flee to their master when spotted

4 A dead adventurer, such as a knight in plate armor, soon to rise as a vampire spawn

5 Tendrils of mist cover the ground (vampires in mist form are invisible here)

6 Plants are thorny and seem to move by themselves, drawing blood from unwary passersby


Settlement Signs

1 Pale, fearful faces watch you from windows

2 People on the street seem afraid to talk to strangers; if pressed, they admit there have been strange disappearances

3 Pale nobles walk empty streets, their laughter too loud, insulting anyone they happen to meet; these nobles have been fed upon by their vampiric protector, but they are not yet spawn

4 Totems of protection, such as silver crosses or strands of garlic, hang above every door

Encounters

Many vampires lurk in sparsely inhabited places, preying on terrified villagers. Others conceal themselves in the rich hunting grounds that large settlements offer.

CR 11–17: vampire (or vampire assassin , vampire mage , or vampire warrior ); vampire with 1d4 ghouls , shadows , swarms of bats , or wolves ; vampire with malcubus , night hag , vampire spawn , or wererat

Treasure 2,600 gp, ring bearing a family crest (250 gp), silver tableware (750 gp), 6 sets of fine clothes (100 gp each), spell scroll of fireball , amulet of proof against detection and location

CR 17–22: elder vampire ; 2 vampires ; vampire with ogre mage ; vampire with 2 vampire spawn ; vampire with 3 or 4 doppelgangers , wights , or winter wolves

Treasure 10,000 gp, 12 bottles of rare wine (250 gp each), golden holy relic (2,500 gp), magical wine (acts as 3 potions of mind reading ), magical black mantle (acts as ring of invisibility )

CR 23–30: elder vampire with 2 shadow demons or vampire spawn ; 3 vampires

Treasure 2,000 pp, ruby and platinum ring (7,500 gp), 12 masterpiece paintings of which one is slashed (750 gp each for the other 11), recent letters from people thought long dead, 2 potions of supreme healing , spell scrolls of antimagic field , plane shift , and symbol , 2 rapier (named Bloodthirst; when it hits, its wielder gains 5 (2d4) temporary hit points), staff of frost

CR 31+: elder vampire with 2 or 3 vampires ; elder vampire with 3 to 5 vampire spawn ; elder vampire with 2 blackguards , barbed devils , or trolls ; elder vampire with adult shadow dragon , ice devil , or rakshasa

Treasure 5,000 pp, 20,000 gp, ruby necklace (25,000 gp), platinum mask (7,500 gp), gold bust (25,000 gp), document indicating that the ruler of a city or kingdom is a vampire, crystal ball of mind reading , rod of lordly might

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.