THE SHARED REFERENCE Adventurer

Monster

Vampire Spawn

Official reference · XMM · 2024

Creature type
Undead
Size
Small/Medium
Armor class
16
Hit points
90 (12d8 + 36)
Speed
Walk 30 ft.
Challenge rating
5
Alignment
Neutral Evil
Strength
16
Dexterity
16
Constitution
16
Intelligence
11
Wisdom
10
Charisma
12
Passive Perception
13
Saving Throws
dex: +6; wis: +3
Skills
perception: +3; stealth: +6
Senses
Darkvision 60 ft.
Languages
Common plus one other language
Resistances
necrotic

Traits

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

Melee Attack: +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

Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 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.

Quick preview