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Vampire Spawn

Medium · Undead · CR 5 · Neutral Evil

Source. 5e 2014 Rules
Armor Class
15 (natural armor)
Hit Points and Hit Dice
82 (11d8+33)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Subcategory Vampires
Size Medium
Type Undead
Alignment Neutral Evil
XP 1800
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Saving Throws

Dexterity +6 Wisdom +3

Skills

Perception +3 Stealth +6

Languages

the languages it knew in life

Resistances & Immunities

Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Environments

Forest or Jungle Hills Mountain Ruins Shadowfell Tomb Underworld Urban

Traits

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

Bite

Cost 1

+6 to hit, reach 5 ft (1.5 m). Hit: 1d6 thunder damage.

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

Cost 1

+6 to hit, reach 5 ft (1.5 m). Hit: 2d4 thunder damage.

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).

Multiattack

Cost 1

The vampire makes two attacks, only one of which can be a bite attack.

About Vampire Spawn

Vampire Spawn is a medium undead with a Challenge Rating of 5. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 82 hit points (derived from 11d8+33).

Vampire Spawn has communication capabilities including the languages it knew in life. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Vampire Spawn

1 tips available

When using Vampire Spawn in your D&D 5e campaign, consider these tactical approaches:

  • Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.

Player Guide: Facing Vampire Spawn

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Vampire Spawn?
Vampire Spawn has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Vampire Spawn?
Vampire Spawn is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Vampire Spawn speak?
Vampire Spawn can communicate in the languages it knew in life.

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