The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
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.
The vampire makes two Claw attacks and uses Bite.
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.
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.
The vampire takes the Dash or Disengage action.
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
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.
Bonus Actions
Deathless Agility. The vampire takes the Dash or Disengage action.
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Vampire Spawn — printable monster card
Medium or Small Undead, Neutral Evil
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
| 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.