Vampire Spawn

Vampire Spawn

Medium undead, neutral evil

5
Challenge Rating
1800 XP

Within the shadows and the darkest recesses of the world, Vampire Spawn skulk as cursed and undead creatures, forever bound to the will of their vampire masters. With their haunting presence, unholy powers, and insatiable thirst for blood, Vampire Spawn embody the chilling allure and malevolence of the undead.

Vampire Spawn were once mortal beings, their lives extinguished by the touch of a vampire’s curse. Rising from the grave as twisted reflections of their former selves, they retain distorted echoes of their past identities. Yet, they are now enslaved by their insatiable bloodlust and the will of their vampire master, forever trapped in a twilight existence between life and death.

The appearance of a Vampire Spawn is a haunting reflection of their eternal torment. Their once vibrant flesh becomes pale and gaunt, their eyes glow with a predatory hunger, and their canine teeth elongate into razor-sharp fangs. They possess an unnatural grace and agility, allowing them to move with a supernatural fluidity that belies their undead state.

Vampire Spawn possess a range of unholy powers derived from their vampiric lineage. They can move with incredible speed, mesmerizing their prey with hypnotic gazes, and drain the life force of their victims with their biting fangs. They are also able to transform into bats or mist, granting them enhanced mobility and the ability to slip through the smallest crevices.

While Vampire Spawn possess some of the abilities of their vampiric masters, they are not as potent or sophisticated in their powers. Sunlight weakens them, holy symbols and sacred objects repel them, and they must rest within the confines of their graves during daylight hours. However, they are still formidable adversaries, driven by an insatiable hunger and a relentless drive to serve their vampire masters.

Encountering a Vampire Spawn is to face a chilling reminder of the horrors that lurk in the night. Their presence exudes an aura of darkness, seduction, and an unnerving sense of their predatory nature. Engaging with a Vampire Spawn requires vigilance, knowledge of their weaknesses, and the ability to resist their mesmerizing allure. Only the most stalwart and prepared adventurers can hope to stand against these unholy creatures of the night.

Vampire Spawn bring a touch of gothic horror and the chilling allure of the undead to the tapestry of the world. They serve as reminders of the dark forces that seek to corrupt and dominate, as well as the eternal struggle between light and shadow. Whether encountered as servants of powerful vampires, agents of darkness in cursed domains, or as tragic figures trapped in an unending curse, Vampire Spawn add a sense of dread, seduction, and the unsettling presence of the undead to the realms of adventure and exploration.

Special Abilities

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.
  • 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.
  • 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).

Lore

The Stream

Armor Class: 15 (natural armor)
Hit Points: 82 (11d8+33)
Speed: 30 ft. (walk)
str
+3
16
dex
+3
16
con
+3
16
int
+0
11
wis
+0
10
cha
+1
12
Damage Resistances: necrotic | bludgeoning, piercing, and slashing from nonmagical weapons
Proficiency Bonus: +3

Proficiencies

  • Saving Throw: DEX +6
  • Saving Throw: WIS +3
  • Skill: Perception +3
  • Skill: Stealth +6

Senses

  • Passive Perception: 13
  • Darkvision: 60′
Languages: the languages it knew in life
Environment: Underdark, Urban

Credits: SRD 5.1