Vampire Spawn
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:
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
Failed Vampire
Before Dracula’s unique strain of Vampirism, the vampires of Ancerra constantly had to seek out blood or risk shriveling into gaunt, bestial versions of themselves. These failed vampires resemble common, garden-variety zombies at a distance: Their flesh is rotting, they shamble with a staggering gait, and they often make guttural, hungry noises. Once such a creature closes in, however, the victim may notice the “zombie’s” sharp fangs or bloodred eyes. By the time they see these details, it may already be too late.
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.
| |||||
| 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. | |||||