Vampire Spawn

Medium Undead

Armor Class 15

Hit Points 76 (9d8+36)

Speed walk +30, climb +30

Challenge 4

STR
18
+4
DEX
16
+3
CON
18
+4
INT
10
+0
WIS
14
+2
CHA
14
+2

Saving Throws dex +5, wis +4

Skills stealth +5, perception +4

Damage Vulnerabilities radiant

Damage Resistances necrotic; damage from nonmagical, non-silvered weapons

Senses darkvision 60 ft., passive Perception 14

Languages the languages it knew in life

Special Abilities

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn.

Spider Climb. The vampire can climb even on difficult surfaces and upside down on ceilings.

Vampire Weaknesses. Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait.

Actions

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

Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 14).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target that is grappled incapacitated restrained or willing. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack it dies.

Reactions

Hissing Scuttle (1/Day). When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open