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Vampire Spawn Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Medium undead, neutral evil willing creature, or a creature that is grappled by the
vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)
Armor Class 15 (natural armor) piercing damage plus 7 (2d6) necrotic damage. The
Hit Points 82 (11d8 + 33) target’s hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the vampire
Speed 30 ft.
regains hit points equal to that amount. The reduction
STR DEX CON INT WIS CHA lasts until the target finishes a long rest. The target dies
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) if this effect reduces its hit point maximum to 0.
Saving Throws Dex +6, Wis +3
Skills Perception +3, Stealth +6 Monsters (W)
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13 Wight
Languages the languages it knew in life Medium undead, neutral evil
Challenge 5 (1,800 XP) Armor Class 14 (studded leather)
Hit Points 45 (6d8 + 18)
Regeneration. The vampire regains 10 hit points at the Speed 30 ft.
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 STR DEX CON INT WIS CHA
damage or damage from holy water, this trait doesn’t 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
function at the start of the vampire’s next turn.
Skills Perception +3, Stealth +4
Spider Climb. The vampire can climb difficult surfaces, Damage Resistances necrotic; bludgeoning, piercing,
including upside down on ceilings, without needing to and slashing from nonmagical attacks that aren’t
make an ability check. silvered
Vampire Weaknesses. The vampire has the following Damage Immunities poison
flaws:
Forbiddance. The vampire can’t enter a residence Condition Immunities exhaustion, poisoned
without an invitation from one of the occupants. Senses darkvision 60 ft., passive Perception 13
Harmed by Running Water. The vampire takes 20 Languages the languages it knew in life
acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a Challenge 3 (700 XP)
piercing weapon made of wood is driven into its heart
while it is incapacitated in its resting place. Sunlight Sensitivity. While in sunlight, the wight has
Sunlight Hypersensitivity. The vampire takes 20 disadvantage on attack rolls, as well as on Wisdom
radiant damage when it starts its turn in sunlight. (Perception) checks that rely on sight.
While in sunlight, it has disadvantage on attack rolls
and ability checks. Actions
Multiattack. The wight makes two longsword attacks
Actions or two longbow attacks. It can use its Life Drain in place
Multiattack. The vampire makes two attacks, only one of one longsword attack.
of which can be a bite attack. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one one creature. Hit: 5 (1d6 + 2) necrotic damage. The
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of target must succeed on a DC 13 Constitution saving
dealing damage, the vampire can grapple the target throw or its hit point maximum is reduced by an
(escape DC 13). amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target dies
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