Vampire Spawn [1/2]Undead · CR 5
Vampire Spawn [1/2]Medium or Small Undead, Neutral Evil
STR16+3DEX16+3CON16+3INT11+0WIS10+0CHA12+1
AC16HP90CR5SPD30 ft.
TRAITS
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: Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated

Vampire Spawn [2/2]Undead · CR 5
Vampire Spawn [2/2]Medium or Small Undead, Neutral Evil
TRAITS (cont.)
Vampire Weakness (cont.)

condition. 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.

ACTIONS
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.

BONUS ACTIONS
Deathless Agility

The vampire takes the Dash or Disengage action.

Vampire Spawn [1/3]
Medium or Small Undead, Neutral Evil
5
16Armor Class
90Hit Points
30 ft.Speed
STR16+3
DEX16+3
CON16+3
INT11+0
WIS10+0
CHA12+1

Initiative. +3

Senses. Darkvision 60 ft.; Passive Perception 13

Resistances. Necrotic

Languages. Common plus one other language

Traits

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: Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition. Sunlight. The vampire takes 20

Undead
Monster card
Vampire Spawn [2/3]
Medium or Small Undead, Neutral Evil
5
16Armor Class
90Hit Points
30 ft.Speed
STR16+3
DEX16+3
CON16+3
INT11+0
WIS10+0
CHA12+1

Traits (cont.)

Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Actions

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.

Undead
Monster card
Vampire Spawn [3/3]
Medium or Small Undead, Neutral Evil
5
16Armor Class
90Hit Points
30 ft.Speed
STR16+3
DEX16+3
CON16+3
INT11+0
WIS10+0
CHA12+1

Bonus Actions

Deathless Agility. The vampire takes the Dash or Disengage action.

Undead
Monster card

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Vampire Spawn — printable monster card

Medium or Small Undead, Neutral Evil

  • CR 5
  • Undead
  • Medium or Small

Full stat block

Armor Class
16
Hit Points
90
Initiative
+3
Speed
30 ft.
Senses
Darkvision 60 ft.; Passive Perception 13
Resistances
Necrotic
Languages
Common plus one other language
Challenge Rating
5 (1,800 XP)
Proficiency bonus
+3
Saving throw proficiencies
Dexterity, Wisdom
Skill proficiencies
Perception, Stealth
Ability scores
STR DEX CON INT WIS CHA
16 +3 16 +3 16 +3 11 +0 10 +0 12 +1

Traits

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: Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition. 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.

Actions

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.

Bonus Actions

Deathless Agility. The vampire takes the Dash or Disengage action.

See also