Weak Cunning Vampire Spawn

Level 3
Creature· chaoticUncommonMediumLegacy
AC 25
HP 25 (coffin restoration, fast healing 5, void healing)
Speed 25 ft.
Fort +7
Ref +11
Will +9
Perc +10
Size Medium
Uncommon
Immunities death effects, disease, paralyzed, poison, sleep
Resistances physical 5 (except silver)
Weaknesses vampire weaknesses 0
Languages common, hallit
Senses darkvision
Speeds 25 ft., climb 25 ft.
Skills stealth +10, acrobatics +9, athletics +7, deception +6, society +3
Recall Knowledge religion DC 20

Attacks

Melee Claw +12/+8/+4(agile, unarmed)
Damage: 1d8+4 slashing
Effect: grab

Abilities

Fast Healing 5defensive

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Coffin Restorationdefensive(divine, void)

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 Weaknessesdefensive

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 vampire can still be forced to do these things and might be able to overcome its compulsion just as it does its revulsion. • Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of its revulsion, it gains the Fleeing condition, running from the object of its revulsion until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a vampire can attempt a DC 25 will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success). • Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents it from healing above 0 HP, even in its coffin. Staking a vampire requires three actions and works only if the vampire is unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if it's in its coffin the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with Holy Water while the stake is in place, the vampire is destroyed. • Sunlight If exposed to direct sunlight, a vampire immediately becomes Slowed 1. The slowed value increases by 1 each time the vampire ends its turn in sunlight. If the vampire loses all its actions in this way, it is destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Drink Bloodoffensive(divine)

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

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 drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.

Sneak Attackoffensive

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

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Description

Vampires use their spawn for infiltration and reconnaissance.


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

Traits