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Vampire Spawn
Size & Type (subtype):Medium-Size UndeadHit Dice:4d12 (26)
Initiative:   +6 (+2 Dex, +4 Improved Initiative)   Speed:   30 ft.  
Armor Class:   15 (+2 Dex, +3 natural)   Attacks:   Slam +5 melee  
Damage:   Slam 1d6+4 and energy drain   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Charm, energy drain, blood drain   Special Qualities:   Undead, +2 turn resistance, damage reduction 10/silver, cold and electricity resistance 10, gaseous form, spider climb, fast healing 2  
Saving Throws  Fortitude: 1  
Reflex: 5  
Will: 5  
Abilities:   Str: 16
Dex: 14
Con:
Int: 13
Wis: 13
Cha: 14
Skills:   Bluff +8, Climb +8, Craft (any one) or Profession (anyone) +10, Hide +10, Jump +8, Listen +11, Move Silently +11, Search +8, Sense Motive +11, Spot +11   Feats:   Alertness, Improved Initiative, Lightning Reflexes,Skill Focus (any Craft or Profession)  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or pack (2-5)  
Challenge Rating:   4   Challenge Rating Value:   4  
Treasure:   Standard   Alignment:   Always chaotic evil  
Advancement:     

Description:  

Vampire spawn speak Common.

Combat

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 massive damage.

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 third round.

Skills: Vampire spawn receive a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002