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Vampire Spawn RogueCreature 4


CEMediumUndeadVampire
Source Pathfinder Bestiary
Perception +12 (darkvision)
Languages Common, Plus One Regional Language
Skills Acrobatics +11, Athletics +9, Intimidation +8, Society +5, Stealth +12
Str +3, Dex +5, Con +1, Int -1, Wis +3, Cha +2

AC 22; Fort +9; Reflex +13; Will +11;
HP 40 (coffin restoration, fast healing 5, negative healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Weaknesses Vampire Weaknesses 0
Resistances Physical 5

Claw One Action +14 (+10, +6) to hit (agile) 1d8+6 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Fast Healing 5

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Coffin Restoration (divine, necromancy, negative)

Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls Unconscious. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its Fast Healing begins to function normally.

Vampire Weaknesses

All vampires possess the following weaknesses.

Drink Blood One Action (divine, necromancy)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the vampire's reach.


Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.

The victim is Drained 1 and the vampire regains 5 Hit Points, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.

A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.

Sneak Attack

The vampire spawn deals 1d6 extra precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Vampires use their spawn for infiltration and reconnaissance.


Vampires are undead creatures that feed on the blood of the living.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.