DUMB DECISION TTRPG · Library

Vampire Spawn

Small undead, Neutral Evil

Armor Class 16

Hit Points 90 (12d8 + 36)

Speed 30 ft.

STR 16 (+3)
DEX 16 (+3)
CON 16 (+3)
INT 11 (+0)
WIS 10 (+0)
CHA 12 (+1)

Saving Throws DEX +6, WIS +3

Skills Perception +3, Stealth +6

Damage Resistances necrotic

Senses Darkvision 60 ft., passive Perception 13

Languages Common plus one other language

Challenge 5

Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Vampire Weakness. The vampire has these weaknesses:

  • Forbiddance

    The vampire can't enter a residence without an invitation from an occupant.
  • Running Water

    The vampire takes 20 Acid damage if it ends its turn in running water.
  • Stake to the Heart

    The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition.
  • Sunlight

    The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes two Claw attacks and uses Bite.

Claw. m +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.

Bite. con DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.

Bonus Actions

Deathless Agility. The vampire takes the Dash or Disengage action.

Source

Monster Manual (2024), p. 315