Vampire Spawn

Medium Undead — CR 4

Realmshelps (RH)Updated 3.5

Vampire Spawn is a D&D 3.5 monster from RH. CR 4, HD 4d12+3 (29 hp).

Hit Dice
4d12+3 (29 hp)
Initiative
+6
Speed
30 ft, 30 ft.
Armor Class
15, touch 12, flat-footed 13
Base Attack / Grapple
+2/+5
Attack
Slam +5 melee Full Attack: Slam +5 melee
STR
16
DEX
14
INT
13
WIS
13
CHA
14
Fort / Ref / Will
+1 / +5 / +5
Challenge Rating
4
Alignment
Always chaotic evil

Special Abilities

DR 5/silverDomination energy drainblood drain

Feats

Vampire Spawn (CR 4)

Medium Undead
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +11 and Spot +11
Languages: Common

AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 4d12+3 (29 hp); DR: 5/silver
Fort +1, Ref +5, Will +5 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d6+4 and energy drain
Special Attacks/Actions: Domination energy drain, blood drain Abilities: Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
Special Qualities: Undead, +2 turn resistance, cold and electricity resistance 10, gaseous form, spider climb, fast healing 2
Feats: Alertness; Improved Initiative; Lightning Reflexes; Skill Focus (selected Craft or Profession); Toughness
Skills: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10 Search +8, Sense Motive +11, and Spot +11
Advancement: - Climate/Terrain: Any land and underground
Organization: Solitary or pack (2-5)
Treasure/Possessions: Standard

Description

Vampire Spawn (CR 4)

Medium Undead
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +11 and Spot +11
Languages: Common

AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 4d12+3 (29 hp); DR: 5/silver
Fort +1, Ref +5, Will +5 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d6+4 and energy drain
Special Attacks/Actions: Domination energy drain, blood drain Abilities: Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
Special Qualities: Undead, +2 turn resistance, cold and electricity resistance 10, gaseous form, spider climb, fast healing 2
Feats: Alertness; Improved Initiative; Lightning Reflexes; Skill Focus (selected Craft or Profession); Toughness
Skills: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10 Search +8, Sense Motive +11, and Spot +11
Advancement: - Climate/Terrain: Any land and underground
Organization: Solitary or pack (2-5)
Treasure/Possessions: Standard

Combat

Vampire Spawn (CR 4)

Medium Undead
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +11 and Spot +11
Languages: Common

AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 4d12+3 (29 hp); DR: 5/silver
Fort +1, Ref +5, Will +5 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d6+4 and energy drain
Special Attacks/Actions: Domination energy drain, blood drain Abilities: Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
Special Qualities: Undead, +2 turn resistance, cold and electricity resistance 10, gaseous form, spider climb, fast healing 2
Feats: Alertness; Improved Initiative; Lightning Reflexes; Skill Focus (selected Craft or Profession); Toughness
Skills: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10 Search +8, Sense Motive +11, and Spot +11
Advancement: - Climate/Terrain: Any land and underground
Organization: Solitary or pack (2-5)
Treasure/Possessions: Standard