Kryx RPGThemes
Vampire Spawn

Vampire Spawn

Medium undead
Challenge
5

STR
3
DEX
3
CON
3
INT
0
WIS
0
CHA
1

82
11d8+33
17
Soak
1
Fort
+3
Ref
+5
Will
+2
Defense note natural armor
Damage resistances necrotic; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities poison
Condition immunities diseased, exhausted, poisoned

Speed 5 m.
Skills Insight +0 (11), Perception +2 (13), Stealth +5 (16)
Senses darkvision 10 m.
Languages the languages it knew in life

Forbiddance. The vampire spawn can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire spawn takes 20 acid damage if it ends its turn in running water.

Maneuvers. The vampire spawn uses maneuvers (maneuver save Difficulty 14). It has 9 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blood in the water, bloodletting blade, fountain of blood, grapple, spring attack, swipe, tear flesh

2 stamina dice: tear tendon

Regeneration. The vampire spawn regains 10 health at the start of each of its turns if it isn’t in sunlight or running water. While the vampire spawn is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the vampire spawn takes radiant damage, this trait doesn’t function at the start of the vampire spawn’s next turn. The vampire spawn dies only if it starts its turn with 0 health and doesn’t regenerate.

Spider Climb. The vampire spawn can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire spawn’s heart while the vampire spawn is incapacitated in its resting place, the vampire spawn is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire spawn takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls, ability checks, and saving throws.

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit., 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 maximum health is reduced by an amount equal to the necrotic damage taken, and the vampire regains health equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its maximum health to 0.

Claws. Melee Weapon Attack: +5 to hit. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape Difficulty 12).

Underdark, Urbansrd

Maneuvers

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.