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Pathfinder Second Edition

Compendium

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Vampire Spawn Rogue

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Vampires use their spawn for infiltration and reconnaissance.

Attributes

Vampire Spawn Rogue

Creature 4

CEMediumUndead, Vampire
  • Perception12; darkvision
  • LanguagesCommon, plus one regional language
  • Skills acrobatics 11 athletics 9 intimidation 8 society 5 stealth 12
  • Str3Dex5Con1Int -1Wis3Cha2
  • AC 22 Fort9Ref13Will11
  • HP 40 Immunitiesdeath effects, disease, paralyze, poison, sleep Weaknessesvampire weaknesses Resistancesphysical 5 (except silver)
  • Coffin Restoration Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls unconscious. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.
  • Speed25 feet, climb 25 feet
  • Melee claw 14 (agile) Damage1d8+6 slashing plus Grab
  • Drink Blood (divine, necromancy) Requirement: A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect: The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the vampire regains 5 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drained value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
  • Sneak Attack The vampire spawn deals 1d6 (1d6) extra precision damage to flat-footed creatures.