Vampire Spawn
small undead, neutral evil
AC 16
Initiative +3 (13)
HP 90
Speed 30 ft.
Skills Perception +3, Stealth +6
Resistances necrotic
Senses Darkvision 60 ft. Passive Perception 13
Languages common plus one other language
CR 5 (XP 1,800; PB +3)
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses: - Forbiddance: The vampire can't enter a residence without an invitation from an occupant. - Running Water: The vampire takes 20 Acid damage if it ends its turn in running water. - Stake to the Heart: The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition. - Sunlight: The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
Bite. 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 damage 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.
Claw. Melee Attack Roll: +6, reach 5 ft. 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.
Multiattack. The vampire makes two Claw attacks and uses Bite.
Vampire Spawn is from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License. Full attribution is on the Licenses & Attribution page.