Cunning Vampire Spawn

Level 4
Creature· chaoticUncommonMediumLegacy
AC
22
HP
40
Speed
25 ft.
Perception
+12
Fort
+9
Ref
+13
Will
+11
Immunities death-effects, disease, paralyzed, poison, sleep
Resistances physical 5
Weaknesses vampire-weaknesses 0
Languages common, hallit
Senses darkvision
Skills stealth +12, acrobatics +11, athletics +9, deception +8, society +5
Other Speeds climb 25 ft.
Recall Knowledge DC 21 (religion)

Attacks

Melee Claw +14 (agile, unarmed), Damage 1d8+6 slashing

Abilities

Fast Healing 5
Coffin Restoration

Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls Unconscious. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.

Vampire Weaknesses

All vampires possess the following weaknesses.

  • Compulsions Vampires are creatures of strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless it is transported while it hides within its coffin, nor can it enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions-a pirate vampire might not be able to set foot on solid ground without being invited, for example. The
Void Healing
Drink Blood

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the vampire's reach.


Effect The vampire sinks its fangs into that creature to drink its blood. This requires an athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.

The victim is Drained 1 and the vampire regains 5[healing] Hit Points, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already

Sneak Attack

The vampire spawn deals 1d6 extra precision damage to Off-Guard creatures.

Grab

Vampires use their spawn for infiltration and reconnaissance.


Vampires are undead creatures that feed on the blood of the living.