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| '''Unofficial Description:''' Created by a {{srd5lc|Vampire}}, the vampire spawn appears as it did in life, although it usually has pale skin and long nails on its hands. | | '''Unofficial Description:''' Created by a {{srd5lc|Vampire}}, the vampire spawn appears as it did in life, although it usually has pale skin and long nails on its hands. |
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| {{refstart}}Most of a {{5edlc|Vampire}}'s victims
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| become vampire spawn - ravenous creatures with a
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| vampire's hunger for blood, but under the control of
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| the vampire that created them. If a true vampire allows
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| a spawn to draw blood from its own body, the spawn
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| transforms into a true vampire no longer under its
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| master's control. Few vampires are willing to relinquish
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| their control in this manner. Vampire spawn become
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| free-willed when their creator dies.{{refend|<ref name="phb5.295" />}}
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| </div><!--gi-main--> | | </div><!--gi-main--> |
Latest revision as of 08:37, 23 February 2024
| Vampire Spawn [SRD5 OGL/CC-BY] [1] [2] [3] [4] [5]
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| Medium Undead (Vampires), Neutral Evil
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| Armor Class: 15 (natural armor)
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| Hit Points: 82 (11d8+33)
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| Speed: 30 ft.
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| Saving Throws: Dex +3, Wis +3
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| Skills: Perception +3, Stealth +6
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| Damage Resistances: necrotic; bludgeoning, piercing and slashing from nonmagical attacks
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| Senses: darkvision 60 ft., passive perception 13
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| Languages: the languages it knew in life
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| Habitat: Underdark, Underground, Urban
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| Challenge: 5 (1,800 xp)Proficiency Bonus (PB): +3
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Features
Regeneration. The vampire regains 10 hit points 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 takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has the following flaws:
- Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
- Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
- Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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.
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End of the SRD5 material
Unofficial Description: Created by a vampire, the vampire spawn appears as it did in life, although it usually has pale skin and long nails on its hands.
Sources
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Licensed: OGL & CC-BY.
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- also published in -
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p. 295.
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- Habitat — Not part of the SRD5.
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- habitat - Dungeon Master's Guide (5e) p.302-305
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- habitat (Underground) - (unofficial) user:Rlyehable
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