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Kobold Vampire Spawn

Small undead, Neutral Evil

Armor Class 14

Hit Points 39 (6d6 + 18)

Speed 30 ft., climb 20 ft.

STR 10 (+0)
DEX 18 (+4)
CON 16 (+3)
INT 8 (-1)
WIS 8 (-1)
CHA 8 (-1)

Saving Throws DEX +6, WIS +1

Skills Perception +1, Stealth +6

Damage Resistances necrotic, [object Object]

Senses darkvision 60 ft., passive Perception 11

Languages Common, Draconic

Challenge 3

Pack Tactics. The vampire has advantage on an attack roll against a creature if at least one of the vampire's allies is within 5 feet of the creature and the ally isn't incapacitated.

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 its next turn.

Unusual Nature. The vampire doesn't require air.

Vampire Weaknesses. The vampire has the following flaws:

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 5 (2d4) 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 its hit point maximum is reduced to 0.

Source

IDRotF, p. 297