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Vampire Spawn - CR: 4
SpeciesVampire
SubspeciesSanguine
SizeMedium
TypeUndead
Hit Dice4d8+8 plus 3 (75 hp)
Speed30'
AbilitiesStr 16, Dex 14, Con —, Int 13, Wis 13, Cha 14
Special Qualities+2 Turn Resistance, DR 5/silver, Darkvision 60', Fast Healing 2, Gaseous Form, Resistances (cold and electricity 10), Spider Climb
EnvironmentAny
OrganizationSolitary or pack (2–5)
TreasureStandard
AlignmentEvil (any)
Advancement-
Level Adjustment-
Skills
Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Jump +8, Perception +11, Sense Motive +11, Stealth +10

Vampire spawn have a +4 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats
(B) Alertness, (B) Improved Initiative, (B) Lightning Reflexes, Skill Focus (selected Craft or Profession skill), Toughness
Combat
Initiative+6
Armor Class (AC)AT 4 (20) [+2 base, +2 dex]
Base Attack+10%/+25% [+3]
Full AttackSlam +25% [+4] (max Large)
Space/Reach5 ft./5 ft.
Special AttacksBlood Drain, Domination, Energy Drain
SavesFort +1, Ref +5, Will +5
Description
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check or by hitting with a grapple attack. If it pins the foe or establishes a hold with an attack, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.

Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5th level caster. The ability has a range of 30 feet. The save DC is Charisma-based.

Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.

Fasting Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.

Vampire Weaknesses: For all their power, vampires have a number of weaknesses.

Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire - they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).

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