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Vampire Spawn, “The Eternal Thrall”

Vampire Spawn 2
Create

Vampire Spawn are gaunt, pale humanoids with sunken, bloodshot eyes and sharp, elongated fangs dripping with venomous saliva. Their skin is cold, clammy, and mottled with dark veins that pulse with unnatural life beneath the surface. Their fingers end in wicked claws, and their movements are unnervingly swift and predatory. Often clad in tattered remnants of mortal clothing, they exude an aura of decay and menace.

Behavior:
These undead servitors are relentlessly loyal to their vampire masters, exhibiting little to no independent will. They are cunning hunters, stalking prey with silent patience, often ambushing from shadows or high vantage points. Vampire Spawn are driven by an insatiable thirst for blood but lack the grandeur and charisma of full vampires. They are brutal and efficient killers, preferring to weaken their prey before delivering a fatal bite.

Habitat:
Vampire Spawn dwell in the dark lairs of their creators—crypts, abandoned castles, or shadowy catacombs—places steeped in death and gloom. They are nocturnal predators, rarely venturing into sunlight except under dire necessity or command. Their lairs are often guarded and protected by traps or lesser undead minions.

Modus Operandi:
Operating mostly under the orders of their vampire masters, Vampire Spawn scour the nearby regions for victims to feed upon or eliminate threats. They use stealth and surprise attacks, draining the life essence of victims through their bite to heal their own wounds. While they lack the ability to turn others into full vampires, their bites cause debilitating wounds and can spread vampiric curses or diseases.

Motivation:
Bound by dark magic and unholy servitude, Vampire Spawn exist to serve and protect their vampire sire’s domain and further their master’s will. They crave blood not only for sustenance but as a means to fuel their unnatural regeneration. Though cursed with eternal undeath, their driving force is the twisted loyalty and fear instilled by their creator, leaving them trapped in a cycle of violence and hunger without hope for redemption.


  • Vampire Spawn 5e
  • Vampire Spawn, Pathfinder
  • Vampire Spawn 3.5
Vampire Spawn 1
Create

Medium undead, chaotic evil


Armor Class: 15 (natural armor)
Hit Points: 112 (15d8 + 45)
Speed: 30 ft., climb 30 ft.

STRDEXCONINTWISCHA
16 (+3)18 (+4)16 (+3)10 (+0)12 (+1)14 (+2)

Saving Throws: Dex +7, Wis +4, Cha +5
Skills: Perception +4, Stealth +7
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: darkvision 120 ft., passive Perception 14
Languages: Common
Challenge: 6 (2,300 XP)
Spell Save DC: 15 (for vampiric bite curse)


Traits

  • Undead Nature. The vampire spawn doesn’t require air, food, drink, or sleep.
  • Spider Climb. The vampire spawn can climb difficult surfaces, including ceilings, without needing to make an ability check.
  • Regeneration. At the start of its turn, if it has at least 1 hit point and isn’t in sunlight or running water, the vampire spawn regains 10 hit points.
  • Sunlight Hypersensitivity. While in sunlight, the vampire spawn takes 20 radiant damage at the start of its turn and has disadvantage on attack rolls and ability checks.
  • Mist Form (Recharge 5–6). As a bonus action, the vampire spawn transforms into a cloud of mist for up to 1 minute or until it ends the effect early. While in mist form:
    • It can move through a space as narrow as 1 inch wide without squeezing.
    • It has resistance to all damage except force damage.
    • It can’t attack or cast spells.
    • It can’t be grappled or restrained.

Actions

  • Multiattack. The vampire spawn makes two attacks: one with its Bite and one with its Claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
    Hit: 10 (1d10 + 5) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire spawn regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. If this effect reduces the target’s hit point maximum to 0, the target dies.
    The target must succeed on a DC 15 Constitution saving throw or be cursed with Vampiric Weakness for 1 hour (see below).
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
    Hit: 12 (2d6 + 5) slashing damage.

Legendary Actions

The vampire spawn can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire spawn regains spent legendary actions at the start of its turn.

  • Move. The vampire spawn moves up to its speed without provoking opportunity attacks.
  • Bite (Costs 2 Actions). The vampire spawn makes one bite attack.
  • Command Minion (Costs 2 Actions). The vampire spawn targets one vampire spawn within 60 feet that can hear it. That spawn can use its reaction to move up to half its speed and make one claw attack.

Vampiric Weakness (Curse)

A creature cursed with Vampiric Weakness has disadvantage on death saving throws and heals at half the normal rate. The curse can only be removed by a Remove Curse spell or similar magic.


Tactics

  • Silent Stalker: Prefers to hunt in darkness or shadows, using stealth and Spider Climb to ambush prey from above or behind.
  • Bloodthirsty Assault: Uses Multiattack to drain life quickly, focusing on spellcasters and ranged attackers first.
  • Mist Escape: If severely wounded or exposed to sunlight, uses Mist Form to evade and reposition.
  • Coordinated Strikes: Often works in pairs or groups, using Command Minion to coordinate attacks and overwhelm foes.

Description

Vampire spawn are tragic echoes of their former selves—bound eternally to a master’s will, driven by a ravenous hunger that gnaws at their soul. They move with unnatural grace, stalking prey beneath the moon’s pale glow, striking swiftly with fangs that drain not just blood but vitality itself. These cursed undead know no rest, no peace—only servitude and insatiable hunger.

Vampire Spawn 3
Create

Medium Undead (Augmented Humanoid)
CR 7
XP 3,200
Alignment Chaotic Evil
Init +6
Senses darkvision 60 ft.; Perception +13


DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
HP 85 (10d8+40)
Fort +7, Ref +6, Will +8
DR 10/magic and silver
Immune undead traits (no Constitution score, no need to breathe, eat, or sleep), mind-affecting effects, poison, sleep, paralysis, stunning
Resist cold 10, electricity 10, acid 10
Weaknesses sunlight vulnerability, running water vulnerability


OFFENSE

Speed 30 ft., climb 20 ft.
Melee

  • Slam +10 (1d6+4 plus 1d6 negative energy)
  • Bite +10 (1d6+4 plus 1d6 negative energy and 1 level drain, DC 16 Fort negates)

Special Attacks

  • Energy Drain (Su): The vampire spawn’s bite drains 1 negative level on a successful hit. The Fortitude save DC is 16.
  • Vampiric Bite (Ex): The vampire spawn heals hit points equal to the negative energy damage dealt by its bite attack.
  • Dominate (Sp): Cast as dominate person (CL 8th, DC 16 Will negates), usable 1/day.
  • Summon Spawn (Su): Once per day, the vampire spawn can summon 1d3 vampire spawn minions that obey its commands for 1 minute or until destroyed.

Spell-Like Abilities (CL 8th; concentration +11)

  • At will—darkness
  • 3/day—cause fear (DC 15), invisibility (self only)
  • 1/day—charm person (DC 16), dominate person (DC 16)

STATISTICS

STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)12 (+1)14 (+2)17 (+3)

Base Atk +7; CMB +11; CMD 24 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (slam)
Skills Climb +14, Stealth +14, Perception +13, Intimidate +13
Languages Common, Abyssal


SPECIAL ABILITIES

  • Sunlight Vulnerability (Ex): The vampire spawn takes 3d6 points of damage per round when exposed to direct sunlight and is dazzled (–1 to attack rolls, sight-based Perception checks, and AC).
  • Running Water Vulnerability (Ex): The vampire spawn takes 1d6 points of damage per round while in contact with running water.
  • Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning; no Constitution score; no need to breathe, eat, or sleep.

ECOLOGY

Environment: Any land with ruins, crypts, or cursed sites
Organization: Solitary, pair, or pack (3–6)
Treasure: Standard (often includes items stolen from victims)


TACTICS

  • Before Combat: Vampire spawn prefer to stalk prey from shadows or high perches, using Stealth and Climb to position for an ambush.
  • During Combat: They open with bite attacks to drain levels and heal, followed by slam attacks. They use darkness and invisibility to avoid ranged retaliation and create confusion. If overwhelmed, they summon minions or use dominate to turn foes against each other.
  • Morale: They fight fiercely but retreat if severely wounded or exposed to sunlight.

DESCRIPTION

Once a mortal creature, a vampire spawn is a tormented undead servant bound to its vampire master’s will. Pale and gaunt, with bloodshot eyes and sharp fangs, it stalks prey relentlessly beneath moonlight and shadows. Its bite drains life and vitality, leaving victims weakened and cursed. Though powerful, vampire spawn are bound in servitude and driven by an unending hunger for blood.

Vampire Spawn 4
Create

Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.

Vampire spawn speak Common.


Vampire
Spawn
Medium undead
Hit
Dice
4d12+3 (29 hp)
Initiative+6
Speed30 ft. (6 squares)
Armor
Class
15 (+2 Dexterity, +3 natural), touch 12, flat-footed 13
Base
Attack/Grapple
+2/+5
AttackSlam +5 melee (1d6+4 plus energy drain)
Full
Attack
Slam +5 melee (1d6+4 plus energy drain)
Space/Reach5 ft./5 ft.
Special
Attacks
Blood drain, domination, energy drain
Special
Qualities
+2 turn resistance, damage reduction 5/silver, Darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, Spider Climb, undead traits
SavesFort +1, Ref +5, Will +5
AbilitiesStrength 16, Dexterity 14, Constitution -, Intelligence 13, Wisdom 13, Charisma 14
SkillsBluff +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, Spot +11
FeatsAlertnessB, Improved InitiativeB, lightning reflexesB, Skill Focus (selected Craft or Profession skill), Toughness
EnvironmentAny
OrganizationSolitary or pack (2-5)
Challenge
Rating
4
TreasureStandard
AlignmentAlways evil (any)
Advancement
Level
Adjustment

COMBAT

By Ernst Stöhr - anno.onb.ac.at, Public Domain, https://commons.wikimedia.org/w/index.php?curid=11338459, Vampire Spawn
By Ernst Stöhr – anno.onb.ac.at, Public Domain, https://commons.wikimedia.org/w/index.php?curid=11338459

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.

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, dealing 1d4 points of Constitution drain each round. On each such successful drain attack,
the vampire spawn gains 5 temporary hit pints.

Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5th level caster. The ability has a range of 30 feet. The save DC is Charisma-based.

Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.

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. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Gaseous form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), 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.

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

VAMPIRE SPAWN WEAKNESSES

Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires. For details, see the Vampire entry.

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