Dexterity +6, Wisdom +3
Perception +3, Stealth +6
Darkvision 60 ft
The Languages It Knew In Life
Bludgeoning, Necrotic, Piercing, Slashing
Traits
Regeneration
The Vampire Spawn regains 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 Spawn takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the Vampire Spawn's next turn.
Vampire Weaknesses
The vampire has the following flaws: Forbiddance. The Vampire Spawn can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The Vampire Spawn takes damage when it ends its turn in running water. Stake to the Heart. The Vampire Spawn is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The Vampire Spawn takes damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Spider Climb
The Vampire Spawn can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite
+6 to hit, range 5 ft. Hit: 6 (1d6 + 3) piercing damage. Melee Weapon Attack: , 5 ft., one willing creature, or a creature that is grappled by the Vampire Spawn, incapacitated, or restrained. 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 long rest. The target dies if this effect reduces its hit point maximum to 0.
Claws
+6 to hit, range 5 ft. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the Vampire Spawn can grapple the target (escape DC 13).
Multiattack
The vampire makes two attacks, only one of which can be a bite attack.