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Vampire SpawnCR 5 · Medium Undead · Stat Block & Encounter Builder

Medium undead, Challenge 5. AC 15, 82 hit points.

Armour Class
15
Hit Points
82
Speed
30 ft.
Challenge
5 · 1,800 XP
Alignment
Neutral Evil

The card

Stat Block

Medium Undead · Neutral Evil

Vampire Spawn

AC
15
HP
82
CR
5

11d8 + 33 · 30 ft. · AC from natural armor

Darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)11 (+0)10 (+0)12 (+1)

Traits

Damage ResistancesNecrotic, bludgeoning, piercing, and slashing from nonmagical weapons
RegenerationThe vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider ClimbThe vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire WeaknessesThe vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

MultiattackThe vampire makes two attacks, only one of which can be a bite attack.
BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

How to actually run it

Tactics

The stat block tells you what it can do. This tells you what to do with it.

1Multiattack: The vampire makes two attacks, only one of which can be a bite attack.

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Encounter Difficulty

Encounter Builder

How bad is this fight?

Real DMG maths — XP thresholds by level, and the group multiplier that makes crowds so much worse than the raw total suggests.

Could kill someone — and at high enough numbers, the whole party.

Difficulty

Deadly

14,400 adj. XP · ×2

deadly at 1,600

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Counsel

Vampire Spawn, Answered

What is Vampire Spawn's challenge rating in D&D 5e?

Vampire Spawn is Challenge 5, worth 1,800 XP. Encounter maths multiplies XP by the number of monsters, so a group is deadlier than the raw total — use the calculator on this page.

What are Vampire Spawn's stats?

AC 15 (natural armor), 82 hit points (11d8 + 33), speed 30 ft.. Ability scores: STR 16, DEX 16, CON 16, INT 11, WIS 10, CHA 12.

What is Vampire Spawn resistant to?

Vampire Spawn is resistant to necrotic and bludgeoning, piercing, and slashing from nonmagical weapons. Pick a damage type it does not shrug off.

Put It On The Table

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