Kassoon

Vampire Spawn

Vampire Spawn

Medium undead, Neutral EvilMedium undead, Neutral Evil
Armor Class 15 (natural armor)15 (natural armor)
[~<13]
+/-/*
Hit Points 82 (11d8+33)82 ([11d8+33])
[~1-6]
Speed 30 ft.30 ft.

STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)

Token URL:
Saving Throws Dex +6, Wis +3 Dex [+6], Wis [+3]
Skills Perception +3, Stealth +6 Perception [+3], Stealth [+6]
Damage Vulnerabilities
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 13darkvision 60 ft., passive Perception 13
Languages the languages it knew in lifethe languages it knew in life
PB +3
Challenge 5 (1,800 XP)

[+instructions]

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 Weaknesses. 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 when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

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.

[b]Regeneration.[/b] 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.

[b]Spider Climb.[/b] The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

[b]Vampire Weaknesses.[/b] The vampire has the following flaws:

[b]Forbiddance.[/b] The vampire can't enter a residence without an invitation from one of the occupants.

[b]Harmed by Running Water.[/b] The vampire takes 20 acid damage when it ends its turn in running water.

[b]Stake to the Heart.[/b] The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

[b]Sunlight Hypersensitivity.[/b] 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.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

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.

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).

[b]Multiattack.[/b] The vampire makes two attacks, only one of which can be a bite attack.

[b]Bite.[/b] 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.

[b]Claws.[/b] 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).

Legendary Actions

 

Details

 
Source Monster Manual pg 298
 
Environments urban, underdark
 
Tactics Stay out of sunlight and water. Regenerate 10 HP each turn unless you took radiant damage last turn. Use Spider Climb to stay on the ceiling out of range. Move 5-10ft in to Multiattack a lone target, then move remaining 20 ft out of range, taking a single AoO if necessary. If Claw grapples, lift target up to ceiling (half speed) and drop them for fall damage.
 
Roles | | | | | | | | | |

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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