Eldritch Mind. The Vampire Spawn Warlock has advantage on Constitution saving throws that make them maintain concentration on a spell.
Regeneration. The Vampire Spawn Warlock 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 Warlock 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 Warlock can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The Vampire Spawn Warlock has the following flaws:
Forbiddance. The Vampire Spawn Warlock can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The Vampire Spawn Warlock takes 20 acid damage when they ends their turn in running water.
Stake to the Heart. The Vampire Spawn Warlock 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 Warlock takes 20 radiant damage when they start their turn in sunlight. While in sunlight, they have disadvantage on attack rolls and ability checks.
Multiattack. The Vampire Spawn Warlock makes two attacks, only one of which can be a bite attack. They can replace one attack with a use of Spellcasting.
Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 9 (1d10 + 4) force damage plus 10 (3d6) necrotic damage. The target can be pushed up to 10 feet away from the Vampire Spawn Warlock in a straight line.
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 Warlock 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 Warlock, 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 Warlock 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 Warlock casts one of the following spells at 4th level, using Charisma as the spellcasting ability (spell save DC 15):
1/day each: armor of Agathys, counterspell, hunger of Hadar, shadow of Moil
Vampiric Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the Vampire Spawn Warlock forces that creature to make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save or half as much damage on a successful one.
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