Medium Swarm of Medium undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws DEX +6, WIS +3, CHA +4
Skills Perception +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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

Vampire Weaknesses. The vampire has the following flaws:

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

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

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. While in vampire mode the servant take 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

When in non-vampire form the servant can be active in the day, but prefers dim light and hooded capes. It has no special abilities or attack modes while in this form. The servant must expend an action to change from one form to the other. 

Actions

These attacks are only for the servant in its vampire form.

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 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 hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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.

In non-vampire form the servant has the weapon proficiencies and abilities it had in its previous life. These can range from simple to martial weapons, spell casting, and racial and class traits. [Clerics and paladins who were once of Good alignment must petition a new god/patron/oath to keep their class.]

Bonus Actions

Once per long rest the servant can try to charm a witness to its vampire form that they really didn't see anything.

 

Reactions

When struck by an attack or effect that would reduce the servant to 0 hit-points it is instead reduced to 1 hp and turns into a mist to escape.

Description

This form of Vampire Spawn doesn't the have feral features and long claws usually associated with the undead. It can therefore live among ordinary people for years going undetected even by their own families.

The Vampire servant is the eyes and ears of their vampire lord. They can be from any social strata, class, or vocation and with time can set-up a network of spies and assassins to service their undead lord and master with information and victims.

Lair and Lair Actions

The Vampire servant has no lair 

Habitat: UnderdarkUrban

Uillcea

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