Vampire Spawn

A relatively-young undead creature that survives by drinking the blood of others.

Hit Dice 4** (18 hp)
Armor Class 14
Movement 40’ any direction
Attacks 1 (+3) @ energy drain (touch, 1d6)
Alignment Chaotic
Save 10 (4)
Morale 9
  • Typically found in ruins, tombs, and deserted areas.
  • Immune to damage from non-magical weapons.
  • Regenerates 3 hp at the start of each round until destroyed.
  • At 0 hp, changes into cloud of mist and flees to coffin.
  • Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.

Energy Drain

Damage inflicted by this attack reduces the target’s maximum HP.

  • A humanoid killed by this ability becomes a vampire in 3 days.
  • The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.

Undead

  • Make no sounds before attacking.
  • Immune to poison and other effects that only affect living creatures.
  • Immune to mind reading / altering spells and spell-like effects, (ex: charm, fear, hold, sleep).

Weaknesses

  • Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).

    • Cannot rest in a blessed coffin.
  • Repelled by odor of garlic, must Save vs Death each round to attack.

  • Unable to come within 10’ of a wielded holy symbol.

    • May attack wielder from another angle, if possible.
  • Unable to cross running water except via a bridge or while carried inside coffin.

  • Unable to enter a private residence without being invited.

  • Does not cast a reflection or shadow.

    • Tends to avoid mirrors.
  • Partly blinded by light from Continual Light spell (-4 to attack).

  • Burned by holy water (1d6+1 damage per vial).

  • May be permanently killed by:

    • a stake in the heart,
    • being immersed in water for 1 turn, or
    • being reduced to 0 hp without an available coffin nearby (mist dissipates after 12 turns).
  • Must Save vs Death at the beginning of each round in direct sunlight or be disintegrated.

    • Partly blinded while in sunlight (-4 to attack).