
Vampire Spawn
Medium or small undead · CR 5 · 1,800 XP
16 AC · 90 HP
Roll the Vampire Spawn
Press a roll button. The dice land here.
Stat block
- Type
- Medium or small undead, neutral evil
- Armor Class
- 16
- Hit Points
- 90 (12d8 + 36)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP), proficiency +3
- Resistances
- necrotic
- Senses
- darkvision 60 ft., passive perception 13
- Languages
- Common plus one other language
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 | 16 | 16 | 11 | 10 | 12 |
Vampire Spawn odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Claw (+6) | 75% 6.3 dmg | 65% 5.5 dmg | 60% 5.1 dmg | 55% 4.7 dmg | 45% 3.9 dmg | 35% 3.1 dmg |
Vampire Spawn hit points
The stat block uses the average, 90. Rolled, 12d8 + 36 lands anywhere from 48 to 132.
| Hit points | Chance |
|---|---|
| 69 or more | >99% |
| 90 or more | 52% |
| 111 or more | <1% |
| 124 or more | <1% |
Traits
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two Claw attacks and uses Bite.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 () Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 () Piercing damage plus 10 () Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Bonus actions
Deathless Agility. The vampire takes the Dash or Disengage action.
Other CR 5 monsters
Air Elemental
Barbed Devil
Bulette
Earth Elemental
Fire Elemental
Flesh Golem
Giant Crocodile
Giant Shark
Gladiator
Gorgon
Half-Dragon
Hill Giant
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.