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Habitat: Underdark, Urban; Treasure: Any

Vampire spawn are newly created vampires. They have yet to fully master their abilities, and many are consumed by their thirst for blood. Vampire spawn might serve more powerful vampires or pursue their own depraved agendas.


Vampires

Vampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.

Undead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun’s searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire’s grim sanctuary.

Vampire Resting Places
1d6 
The Vampire's Resting Place Is ...
1
Among the roots of a dead tree.
2
At the bottom of a stagnant pool.
3
A coffin filled with grave dirt.
4
A large pot full of blood or vinegar.
5
A space accessible only by shape-shifting.
6
Within a statue or suit of armor.
Darling, you are simply delicious …
—Astarion, vampire spawn

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 Roll: +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.


Vampire Spawn

Medium or Small Undead, Neutral Evil
  • Armor Class 16
  • Hit Points 90 (12d8 + 36)
  • Speed 30 ft.
  • Initiative +3 (13)
STR
16 (3)
DEX
16 (3)
CON
16 (3)
INT
11 (0)
WIS
10 (0)
CHA
12 (1)
  • Saving Throws Str +3, Dex +6, Con +3, Int +0, Wis +3, Cha +1
  • Skills Perception +3, Stealth +6
  • Damage Resistance Necrotic
  • Senses Darkvision 60 ft, passive Perception 13
  • Languages Common plus one other language
  • Challenge 5 (1800 XP)
  • Habitat Underdark, Urban
  • Treasure Any
  • 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 Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (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 (or [[1d4 + 3]] (1d4 + 3)) Piercing damage plus 10 (or [[3d6]] (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.
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