Vampire spawn speak Common.
Vampire spawn use their inhuman strength when engaging
mortals, hammering their foes with powerful blows and dashing
them against rocks or walls. They also use their gaseous form and
flight abilities to strike where opponents are most vulnerable.
Charm (Su): This is similar to the vampire's domination
ability, but the save DC is 14, and the effect is similar to
charm person as cast by a 5th-level sorcerer. A charmed subject
allows the vampire spawn to drain his or her blood (see below).
Energy Drain (Su): Living creatures hit by a vampire
spawn's slam attack receive one negative level. The
Fortitude save to remove the negative level has a DC of 14.
Blood Drain (Ex): A vampire spawn can suck blood from a living
victim with its fangs by making a successful grapple check. If it
pins the foe, it drains blood, inflicting 1d4 points of permanent
Constitution drain each round.
Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from
Gaseous Form (Su): As a standard action, a vampire spawn can
assume gaseous form at will, as the spell cast by a 6th-level
sorcerer, but it can remain gaseous indefinitely and has a fly
speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as
though with a spider climb spell.
Fast Healing (Ex): A vampire spawn heals 2 points of damage
each round so long as it has at least 1 hit point. If reduced to
0 hit points in combat, it automatically assumes gaseous form and
attempts to escape. It must reach its coffin home within 2 hours
or be utterly destroyed. Once at rest in its coffin, it regains 1
hit point after 1 hour, then resumes healing at the rate of 2 hit
points per round.
Slaying (Ex): Vampire spawn are equally vulnerable to
attacks which slay vampires. Exposing a vampire spawn to direct
sunlight disorients it: It can take only partial actions and is
destroyed utterly on the next round if it cannot escape. Similarly,
immersing a vampire spawn in running water robs it of one-third of
its hit points each round until it is destroyed at the end of the
Skills: Vampire spawn receive a +4 racial bonus to Bluff,
Hide, Listen, Move Silently, Search, Sense Motive, and Spot