Vampire Spawn

Medium Undead, neutral evil (CR 5)
Illustration of Vampire Spawn Captivating Caption

Armor Class 15 natural armor

Hit Points 82 (11d8+33)🎲

Speed 30 ft.


STR

16 (+3)

DEX

16 (+3)

CON

16 (+3)

INT

11 (+0)

WIS

10 (+0)

CHR

12 (+1)


Skills perception 3, stealth 6

Senses darkvision 60 ft., passive Perception 13

Languages the languages it knew in life

Challenge Rating 5

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).


sizeMedium

typeUndead

groupVampires

alignmentneutral evil

strength_save

dexterity_save6

constitution_save

intelligence_save

wisdom_save3

charisma_save

perception3

damage_vulnerabilities

damage_resistancesnecrotic; bludgeoning, piercing, and slashing from nonmagical attacks

damage_immunities

condition_immunities

cr5

reactions

legendary_desc

legendary_actions

special_abilitiesname: Regeneration,desc: 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.,name: Spider Climb,desc: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.,name: Vampire Weaknesses,desc: 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.

spell_list

page_no354

document__license_urlhttp://open5e.com/legal

document__slugwotc-srd

document__title5e Core Rules

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd

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5e Core Rules, page no. 354
Other formats: JSON

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