Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +6, WIS +4
Skills Arcana +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 11
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Regeneration. The Vampire Spawn Wizard regains 10 hit points at the start of their turn if they have at least 1 hit point and are not in sunlight or running water. If the Vampire Spawn Wizard takes radiant damage or damage from holy water, this trait doesn't function at the start of their next turn.

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

Vampire Weaknesses. The Vampire Spawn Wizard has the following flaws:

Forbiddance. The Vampire Spawn Wizard can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The Vampire Spawn Wizard takes 20 acid damage when they ends their turn in running water.

Stake to the Heart. The Vampire Spawn Wizard is destroyed if a piercing weapon made of wood is driven into their heart while they are incapacitated in their resting place.

Sunlight Hypersensitivity. The Vampire Spawn Wizard takes 20 radiant damage when they start their turn in sunlight. While in sunlight, they have disadvantage on attack rolls and ability checks.

Actions

Multiattack. The Vampire Spawn Wizard makes two attacks, only one of which can be a bite attack. They can replace one attack with a use of Spellcasting.

Shocking Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) lightning damage plus 10 (3d6) necrotic damage.

Ray of Frost. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 8 (1d8 + 4) cold damage plus 10 (3d6) necrotic damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) slashing damage. Instead of dealing damage, the Vampire Spawn Wizard can grapple the target (escape DC 12).

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Vampire Spawn Wizard, incapacitated, or restrained. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vampire Spawn Wizard regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Spellcasting. The Vampire Spawn Wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

3/day each: grease, magic missile, shield

2/day each: mirror imageweb

1/day each: fireball, lightning bolt

Bonus Actions

Misty Step. The Vampire Spawn Wizard teleports up to 30 feet to an unoccupied space that they can see.

Habitat: UnderdarkUrban

mikehanson

Comments

Posts Quoted:
Reply
Clear All Quotes