Vampire Spawn: Difference between revisions

(Created page with "[Back to creatures] __NOTOC__ Info {| class="creature" |+ ! colspan="6" | === Name === |- | colspan="6" |''Monster Level:'' |- | colspan="6" |''Size. Type'' |- !'''STR''' !DEX !END !AWR !INT !CHA |- !0 !0 !0 !0 !0 !0 |- | !Ref: 10 !Fort: 10 !Ant: 10 !Log: 10 !Will: 10 |- | colspan="6" | |- | colspan="3" | | colspan="3" |'''Resist''' Info |- | colspan="3" |'''Armor Rating''' 10 | colspan="3" |'''Vulnerable''' Info |- | colspan="3" |'''Hit Points'...")
 
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[[Creature List|[Back to creatures]]]
[[Creature List|[Back to creatures]]]
__NOTOC__ __NOAUTOLINKS__
Evolved from the vicious m’l’ykkri of Ancerra, born from Lilith’s vile machinations, or synthesized under Dracula’s insistence in Frankenstein’s laboratory, vampires come in many varieties, but are united in their power, ferocity, and malice. They possess myriad powers from summoning mist and nocturnal animals to charming their adversaries to climbing on walls. Vampires drink humanoid blood and must do so with some regularity in order to maintain their greatest level of power. This often leads them to try taking over some town or city so that they have easy access to their lifeblood.


__NOTOC__
Ancerran, Croftian, and Draculean vampires each have different strengths and weaknesses. Ancerran vampires tend to possess a bestial cunning, but are vulnerable to running water. Croftian vampires are especially skilled at commanding fiends, but they are vulnerable to silver. Draculean vampires, however, are objectively the strongest of the three, as Dracula’s synthesized form of [[Vampirism]] deliberately stripped away the impurities of Ancerran Vampirism, resulting in a pure, powerful strain.


Info
Vampires are incredibly difficult to truly kill. When a [[vampire]] dies at night, its body dissolves into mist and floats back to its ancestral soil. If it reaches its soil before dawn, then it solidifies back into its vampiric form and returns to its semblance of life fully revived at dusk the following evening. Killing a vampire during the day prevents the vampire from turning into mist and returning to its ancestral soil until nightfall, which makes permanently killing it significantly easier.


Aside from possessing formidable battlefield prowess, vampires are also very charismatic and madly driven by their own goals. Many vampires are motivated by political influence and want to control as large of an area as possible, but some may have different motivations.
=== Vampire Spawn ===
When a creature is turned into a Vampire, it must survive for a variable period of a few months to a few years before it gains full vampiric power. In this interim time, it is known as a Vampire Spawn. Vampire Spawn are generally quite loyal to the Vampire that sired them, and even after Vampire Spawn grow into full Vampires they may remain in collaboration with or subservience to their progenitor.
== CC Stat Block ==
{| class="creature"
{| class="creature"
|+
|+
! colspan="6" |
! colspan="6" |
=== Name ===
=== Vampire Spawn ===
|-
|-
| colspan="6" |''Monster Level:''
| colspan="6" |''Monster Level: 13''
|-
|-
| colspan="6" |''Size. Type''
| colspan="6" |''Medium. Undead Humanoid''
|-
|-
!'''STR'''
!'''STR'''
Line 21: Line 29:
!CHA
!CHA
|-
|-
!0
!3
!0
!5
!0
!2
!0
!2
!0
!1
!0
!4
|-
|-
|
|
!Ref: 10
!Ref: 15
!Fort: 10
!Fort: 12
!Ant: 10
!Ant: 12
!Log: 10
!Log: 11
!Will: 10
!Will: 14
|-
|-
| colspan="6" |
| colspan="6" |
|-
|-
| colspan="3" |
| colspan="3" |
| colspan="3" |'''Resist''' Info
| colspan="3" |
|-
|-
| colspan="3" |'''[[Armor]] Rating''' 10
| colspan="3" |'''Armor Rating''' 14
| colspan="3" |'''Vulnerable''' Info
| colspan="3" |'''Resist''' Occult 5 '''Immune''' Necrotic
|-
|-
| colspan="3" |'''Hit Points''' 10
| colspan="3" |'''Hit Points''' 110
| colspan="3" |'''Immune''' Info
| colspan="3" |'''Vulnerable''' Radiant 2 '''DR''' 5/Silvered or Magical Weapons
|-
|-
| colspan="3" |'''Speed''' 30ft
| colspan="3" |'''Speed''' 30 ft, Climb 30 ft
| colspan="3" |'''Senses''' Info
| colspan="3" |'''Senses''' Darkvision 300 ft
|-
|-
| colspan="3" |'''[[Skills]]''' Info
| colspan="3" |
| colspan="3" |'''Traits''' Info
| colspan="3" |'''Traits''' Iron Will, Steel Mind, Regen 2
|-
|-
! colspan="6" |Features
! colspan="6" |Features
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Forbiddance.''' The Vampire Spawn must observe certain restrictions:
 
* The Vampire Spawn cannot enter a private residence without a written or verbal invitation.
 
* If the Vampire Spawn starts its turn in direct sunlight, it takes 22 (4d10) radiant [[damage]].
 
* If the Vampire Spawn starts its turn in running water, it takes 5 (1d10) radiant damage.
 
* If the Vampire Spawn takes radiant damage, it loses its Regen ability for 30 seconds.
 
* If the Vampire Spawn consumes garlic or uses Blood Drain on a creature that ate garlic within the last 8 hours, it takes 5 (1d10) toxic damage and is Sickened for 30 seconds.
 
'''Crimson Thirst.''' Vampire Spawns do not need to eat or drink, but for every 3 days they do not use Blood Drain, they lose 20 current and maximum HP. After using Blood Drain at least once per day for a week, their current and maximum HP reset to normal.
 
'''Undead Thrall.''' The Vampire Spawn is permanently Enthralled to the vampire that created it. This condition cannot be removed by any means other than drinking the blood of its creator.
 
'''Bound in Death'''. If the Vampire that created the Vampire Spawn dies while the Spawn is Enthralled, the Spawn instantly dies.
|-
|-
! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]
|-
|-
| colspan="6" |
| colspan="6" |
==== ''The MONSTER can take FOUR of the following actions, or take the same action '''four times.''''' ====
==== ''The Vampire Spawn can take FOUR of the following actions, or take the same action '''four times.''''' ====
|-
| colspan="6" |'''Move.''' The Vampire can move up to its speed.
'''Claws.''' ''Reach 5 ft Natural Weapon''. +5 vs AR. '''Hit:''' 9 (1d8+5) sharp.
|-
|-
| colspan="6" |'''Feature.''' Info
! colspan="6" |
|-
|-
| colspan="6" |
| colspan="6" |
==== '''''OR''' the MONSTER can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====
==== '''''OR''' the Vampire Spawn can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Move.''' The Vampire can move up to its speed.
'''Claws.''' ''Reach 5 ft Natural Weapon''. +5 vs AR. '''Hit:''' 9 (1d8+5) sharp.
|-
|-
| colspan="6" |
| colspan="6" |
==== '''''...AND''' take '''ONE''' of the following actions.''====
==== '''''...AND''' take '''ONE''' of the following actions.''====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Blood Drain.''' ''Reach 5 ft Natural Weapon''. +2 vs ANT. '''Hit:''' 7 (1d10+2) necrotic, and the Vampire regains HP equal to the damage it dealt.
'''Frighten (Recharge 6).''' ''20 ft Radius Natural Weapon''. +4 vs WILL of each creature in the radius. '''Hit:''' The creature is Frightened until the end of its next turn.
|-
! colspan="6" |
|-
|-
| colspan="6" |
| colspan="6" |
==== ''OR the MONSTER can take TWO of the following actions, or take the same action twice.''====
==== ''OR the MONSTER can take TWO of the following actions, or take the same action twice.''====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Blood Drain.''' ''Reach 5 ft Natural Weapon''. +2 vs ANT. '''Hit:''' 7 (1d10+2) necrotic, and the Vampire regains HP equal to the damage it dealt.
'''Frighten (Recharge 6).''' ''20 ft Radius Natural Weapon''. +4 vs WILL of each creature in the radius. '''Hit:''' The creature is Frightened until the end of its next turn.
|}
 
== VotEN Stat Block ==
{| class="creature"
|+
! colspan="6" |
=== Vampire Spawn ===
|-
| colspan="6" |''Monster Level: 13''
|-
| colspan="6" |''Medium. Undead Humanoid''
|-
!'''STR'''
!DEX
!END
!AWR
!INT
!CHA
|-
!3
!5
!2
!2
!1
!4
|-
|
!Ref: 15
!Fort: 12
!Ant: 12
!Log: 11
!Will: 14
|-
| colspan="6" |
|-
| colspan="3" |'''Armor Rating''' 14
| colspan="3" |'''Resist''' Occult 5 '''Immune''' Necrotic
|-
| colspan="3" |'''Hit Points''' 110
| colspan="3" |'''Vulnerable''' Radiant 2 '''DR''' 5/Silvered or Magical Weapons
|-
| colspan="3" |'''Speed''' 30 ft, Climb 30 ft
| colspan="3" |'''Senses''' Darkvision 300 ft
|-
| colspan="3" |
| colspan="3" |'''Traits''' Iron Will, Steel Mind, Regen 2
|-
| colspan="6" |
|-
|-
! colspan="6" |Reactions
! colspan="6" |Features
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Limited Vampirism.''' The Vampire Spawn follows the forbiddances of Ancerran, Croftian, or Draculean Vampirism as defined in the vampire template.
|}
'''Crimson Thirst.''' Vampire Spawns do not need to eat or drink, but for every 3 days they do not use Blood Drain, they lose 20 current and max HP. After using Blood Drain at least once per day for a week, their current and max HP reset to normal.


=== Features ===
'''Undead Thrall.''' The Vampire Spawn is permanently Enthralled to the vampire that created it. This condition cannot be removed by any means other than drinking the blood of its creator.
'''Features.''' Info


=== Actions ===
'''Bound in Death.''' If the Vampire that created the Vampire Spawn dies while the Spawn is Enthralled, the Spawn instantly dies.
'''Features.''' Info
|-
 
! colspan="6" |Actions
=== Reactions ===
|-
'''Features.''' Info
| colspan="6" |''On each of Vampire Spawn’s turns, it may take one of the following sets of actions.''
* ''Take four Tier 1 actions.''
* ''Take two Tier 1 actions and one Tier 2 action.''
* ''Take two Tier 2 actions.''
|-
! colspan="6" |Tier 1 Actions
|-
| colspan="6" |'''Move.''' The Vampire Spawn can move up to its speed.
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 9 (1d8+5) sharp.
|-
! colspan="6" |Tier 2 Actions
|-
| colspan="6" |'''Blood Drain.''' ''Reach 5 ft Natural Weapon.'' +2 vs ANT. '''Hit:''' 7 (1d10+2) necrotic, and the Vampire Spawn regains HP equal to the damage it dealt.
'''Frighten (Recharge 6).''' ''20 ft Radius Natural Weapon.'' +4 vs WILL of each creature in the radius. '''Hit:''' The creature is Frightened until the end of its next turn.
|}

Latest revision as of 17:45, 19 February 2025

[Back to creatures]

Evolved from the vicious m’l’ykkri of Ancerra, born from Lilith’s vile machinations, or synthesized under Dracula’s insistence in Frankenstein’s laboratory, vampires come in many varieties, but are united in their power, ferocity, and malice. They possess myriad powers from summoning mist and nocturnal animals to charming their adversaries to climbing on walls. Vampires drink humanoid blood and must do so with some regularity in order to maintain their greatest level of power. This often leads them to try taking over some town or city so that they have easy access to their lifeblood.

Ancerran, Croftian, and Draculean vampires each have different strengths and weaknesses. Ancerran vampires tend to possess a bestial cunning, but are vulnerable to running water. Croftian vampires are especially skilled at commanding fiends, but they are vulnerable to silver. Draculean vampires, however, are objectively the strongest of the three, as Dracula’s synthesized form of Vampirism deliberately stripped away the impurities of Ancerran Vampirism, resulting in a pure, powerful strain.

Vampires are incredibly difficult to truly kill. When a vampire dies at night, its body dissolves into mist and floats back to its ancestral soil. If it reaches its soil before dawn, then it solidifies back into its vampiric form and returns to its semblance of life fully revived at dusk the following evening. Killing a vampire during the day prevents the vampire from turning into mist and returning to its ancestral soil until nightfall, which makes permanently killing it significantly easier.

Aside from possessing formidable battlefield prowess, vampires are also very charismatic and madly driven by their own goals. Many vampires are motivated by political influence and want to control as large of an area as possible, but some may have different motivations.

Vampire Spawn

When a creature is turned into a Vampire, it must survive for a variable period of a few months to a few years before it gains full vampiric power. In this interim time, it is known as a Vampire Spawn. Vampire Spawn are generally quite loyal to the Vampire that sired them, and even after Vampire Spawn grow into full Vampires they may remain in collaboration with or subservience to their progenitor.

CC Stat Block

Vampire Spawn

Monster Level: 13
Medium. Undead Humanoid
STR DEX END AWR INT CHA
3 5 2 2 1 4
Ref: 15 Fort: 12 Ant: 12 Log: 11 Will: 14
Armor Rating 14 Resist Occult 5 Immune Necrotic
Hit Points 110 Vulnerable Radiant 2 DR 5/Silvered or Magical Weapons
Speed 30 ft, Climb 30 ft Senses Darkvision 300 ft
Traits Iron Will, Steel Mind, Regen 2
Features
Forbiddance. The Vampire Spawn must observe certain restrictions:
  • The Vampire Spawn cannot enter a private residence without a written or verbal invitation.
  • If the Vampire Spawn starts its turn in direct sunlight, it takes 22 (4d10) radiant damage.
  • If the Vampire Spawn starts its turn in running water, it takes 5 (1d10) radiant damage.
  • If the Vampire Spawn takes radiant damage, it loses its Regen ability for 30 seconds.
  • If the Vampire Spawn consumes garlic or uses Blood Drain on a creature that ate garlic within the last 8 hours, it takes 5 (1d10) toxic damage and is Sickened for 30 seconds.

Crimson Thirst. Vampire Spawns do not need to eat or drink, but for every 3 days they do not use Blood Drain, they lose 20 current and maximum HP. After using Blood Drain at least once per day for a week, their current and maximum HP reset to normal.

Undead Thrall. The Vampire Spawn is permanently Enthralled to the vampire that created it. This condition cannot be removed by any means other than drinking the blood of its creator.

Bound in Death. If the Vampire that created the Vampire Spawn dies while the Spawn is Enthralled, the Spawn instantly dies.

Actions

The Vampire Spawn can take FOUR of the following actions, or take the same action four times.

Move. The Vampire can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 9 (1d8+5) sharp.

OR the Vampire Spawn can take TWO of the following actions, or take the same action twice...

Move. The Vampire can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 9 (1d8+5) sharp.

...AND take ONE of the following actions.

Blood Drain. Reach 5 ft Natural Weapon. +2 vs ANT. Hit: 7 (1d10+2) necrotic, and the Vampire regains HP equal to the damage it dealt.

Frighten (Recharge 6). 20 ft Radius Natural Weapon. +4 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.

OR the MONSTER can take TWO of the following actions, or take the same action twice.

Blood Drain. Reach 5 ft Natural Weapon. +2 vs ANT. Hit: 7 (1d10+2) necrotic, and the Vampire regains HP equal to the damage it dealt.

Frighten (Recharge 6). 20 ft Radius Natural Weapon. +4 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.

VotEN Stat Block

Vampire Spawn

Monster Level: 13
Medium. Undead Humanoid
STR DEX END AWR INT CHA
3 5 2 2 1 4
Ref: 15 Fort: 12 Ant: 12 Log: 11 Will: 14
Armor Rating 14 Resist Occult 5 Immune Necrotic
Hit Points 110 Vulnerable Radiant 2 DR 5/Silvered or Magical Weapons
Speed 30 ft, Climb 30 ft Senses Darkvision 300 ft
Traits Iron Will, Steel Mind, Regen 2
Features
Limited Vampirism. The Vampire Spawn follows the forbiddances of Ancerran, Croftian, or Draculean Vampirism as defined in the vampire template.

Crimson Thirst. Vampire Spawns do not need to eat or drink, but for every 3 days they do not use Blood Drain, they lose 20 current and max HP. After using Blood Drain at least once per day for a week, their current and max HP reset to normal.

Undead Thrall. The Vampire Spawn is permanently Enthralled to the vampire that created it. This condition cannot be removed by any means other than drinking the blood of its creator.

Bound in Death. If the Vampire that created the Vampire Spawn dies while the Spawn is Enthralled, the Spawn instantly dies.

Actions
On each of Vampire Spawn’s turns, it may take one of the following sets of actions.
  • Take four Tier 1 actions.
  • Take two Tier 1 actions and one Tier 2 action.
  • Take two Tier 2 actions.
Tier 1 Actions
Move. The Vampire Spawn can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 9 (1d8+5) sharp.

Tier 2 Actions
Blood Drain. Reach 5 ft Natural Weapon. +2 vs ANT. Hit: 7 (1d10+2) necrotic, and the Vampire Spawn regains HP equal to the damage it dealt.

Frighten (Recharge 6). 20 ft Radius Natural Weapon. +4 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.