Vampire Spawn

Vampire Spawn

Medium or small undead · CR 5 · 1,800 XP

16 AC · 90 HP

Roll the Vampire Spawn

Claw DC 13 STR
Bite DC 14 CON

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
STRDEXCONINTWISCHA
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.

AttackAC 12AC 14AC 15AC 16AC 18AC 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.

48: 0.00%49: 0.00%50: 0.00%51: 0.00%52: 0.00%53: 0.00%54: 0.00%55: 0.00%56: 0.00%57: 0.00%58: 0.00%59: 0.00%60: 0.00%61: 0.00%62: 0.01%63: 0.01%64: 0.02%65: 0.03%66: 0.04%67: 0.07%68: 0.10%69: 0.14%70: 0.20%71: 0.28%72: 0.39%73: 0.52%74: 0.67%75: 0.86%76: 1.09%77: 1.35%78: 1.64%79: 1.96%80: 2.31%81: 2.68%82: 3.05%83: 3.42%84: 3.78%85: 4.11%86: 4.40%87: 4.64%88: 4.81%89: 4.92%90: 4.96%91: 4.92%92: 4.81%93: 4.64%94: 4.40%95: 4.11%96: 3.78%97: 3.42%98: 3.05%99: 2.68%100: 2.31%101: 1.96%102: 1.64%103: 1.35%104: 1.09%105: 0.86%106: 0.67%107: 0.52%108: 0.39%109: 0.28%110: 0.20%111: 0.14%112: 0.10%113: 0.07%114: 0.04%115: 0.03%116: 0.02%117: 0.01%118: 0.01%119: 0.00%120: 0.00%121: 0.00%122: 0.00%123: 0.00%124: 0.00%125: 0.00%126: 0.00%127: 0.00%128: 0.00%129: 0.00%130: 0.00%131: 0.00%132: 0.00%
48chance of each total for 12d8 + 36132
Hit pointsChance
69 or more>99%
90 or more52%
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

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.