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Vampire Spawn (Black Flag)

Size
Medium
Type
Undead
Challenge Rating
5
Source
Black Flag SRD
Armor Class
15
Speeds
30, climb 30
Walking Speed
30
Climbing Speed
30
Strength Score
16
Dexterity Score
22
Constitution Score
16
Intelligence Score
10
Wisdom Score
16
Charisma Score
12
Vision
Darkvision (60ft)
Languages Ref
the languages it knew in life
Hit Points
91
Resistances
Resistant to Necrotic Damage, Resistant to Non-Magical Damage

Medium undead


Armor Class 15 (natural armor)

Hit Points 91

Speed 30 ft., climb 30 ft.


STR
16 (+3)
DEX
22 (+6)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
12 (+1)

Damage Resistances necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks

Damage Immunities Vampiric Resilience

Senses darkvision 60 ft.

Languages the languages it knew in life

Challenge 5 (1,800 XP)

Hungry Dead Nature. As the vampire.

Regeneration. The vampire spawn regains 10 HP at the start of its turn if it has at least 1 HP 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.

Resting Place. As the vampire.

Spider Climb. As the vampire.

Vampire Weaknesses. As the vampire.

Vampiric Resilience. The vampire is immune to exhaustion.

Actions

Multiattack. The vampire spawn makes two Claw attacks. It can replace one attack with a Draining Bite attack. If both Claw attacks hit one Large or smaller creature, the target is grappled (escape DC 14).

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage plus 10 (3d6) necrotic damage.

Draining 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: 8 (2d4+3) piercing damage plus 10 (3d6) necrotic damage. The target's HP maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains HP equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0.

Bonus Actions

Call Blood. The vampire calls to the blood within one injured creature it can see within 10 feet of it, causing blood to pour from the creature's wounds. If the target doesn't have all its HP, it must make a DC 14 CON save, losing 7 (2d6) HP on a failed save, or losing half as much HP on a successful one. Before the end of its next turn, the vampire has advantage on the next attack roll it makes against a creature that failed the save.

Stat block from Black Flag SRD by Kobold Press, used under the ORC License. It is not Geminaea material. See Legal.