Sunlight Vulnerability. Sunlight does not deal damage to Amethyst Vampires but suppresses their vampiric abilities. While in sunlight, they lose access to regeneration or use other vampiric abilities.
Amethyst Regeneration. The vampire spawn regains 10 hit points at the start of its turn if it has at least 1 hit point and is not in sunlight. If the vampire takes radiant damage, this trait doesn’t function at the start of its next turn.
Amethyst Aura. Allies within 10 feet of the Amethyst Vampire Spawn have advantage on saving throws against being frightened or charmed.
Spider Climb. The vampire spawn can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Necrotic Resilience. Once per short rest, when the vampire spawn takes necrotic damage, it can reduce the damage taken by half.
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 target. Hit: 10 (2d6 + 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 spawn regains hit points equal to that amount. The reduction lasts until the target finishes a short rest. (This reduction is capped at half the target’s maximum HP.)
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