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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	   







             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       354	   
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