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.
Sunlight Hypersensitivity: When the vampire Spawn starts its turn in sunlight. it takes 20 radiant damage
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) magical slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft. 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 short or long rest. The target dies if this effect reduces its hit point maximum to 0.
Chilling Crossbow. Ranged Weapon attack: +10 to hit, range: 60/120, one target. Hit: 10 (2d6 +3) necrotic damage. On a hit, the target's maximum hit points are decreased by the amount of necrotic damage dealt. This reduction lasts until the target completes a short or long rest.
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