Vampire Spawn

Medium / undead / Neutral Evil / CR 5

Armor Class16
Hit Points90 (12d8 + 36)
Speed30 ft
Challenge5
Proficiency-
STR16+3
DEX16+3
CON16+3
INT11+0
WIS10+0
CHA12+1
Saving Throws

Dexterity +6, Wisdom +3

Skills

Perception +3, Stealth +6

Initiative

+3

Senses

Darkvision 60 ft

Languages

Common Plus One Other Language

Damage resistances

Necrotic

Traits

Spider Climb

The vampire spawn can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Vampire Weakness

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

action

The vampire spawn makes two Claw attacks and uses Bite.

Claw

action

Melee Weapon Attack: +6 to hit, 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

action

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 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

bonus

The vampire spawn takes the Dash or Disengage action.

Creature Rules

Vampires