| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 16 | +3 | +5 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +2 |
| CHA | 12 | +1 | +1 |
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
- Holy water Submersion: Subjects are unable to be killed unless they are submerged in holy water which, through an arcanodivine osmosis, pulls the original formula out of the person returning them to their previous state of illness/weakness/or death
- Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks
Multiattack. The vampire makes two Claw attacks and uses Bite.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Description
Vampire spawn are newly created vampires. They have yet to master their abilities fully, and their thirst for blood and life consumes many. Vampire spawn might serve more powerful vampires or pursue their own depraved agendas. They are filled with an overwhelming amount of magic, leading to a wild magic surge.
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