Blood-Sucking Lords of the Night
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 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.
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
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.
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.
Deathless Agility. The vampire takes the Dash or Disengage action.