System	
  Reference	
   Document	
  5.1 	
   354	
  
Vampire	
  Spawn	
  
Medium	
  undead,	
  neutral	
  evil 	
  
Armor	
  Class	
  15	
  (natural	
  armor) 	
  
Hit	
  Points	
  82	
  (11d8	
  +	
  33)	
  
Speed	
  30	
  ft.	
  
STR	
   DEX	
   CON	
   INT	
   WIS	
   CHA	
  
16	
  (+3)	
   16	
  (+3)	
   16	
  (+3)	
   11	
  (+0)	
   10	
  (+0)	
   12	
  (+1)	
  
Saving	
  Throws	
  Dex	
  +6,	
  Wis	
  +3	
  
Skills	
  Perception	
  +3,	
  Stealth	
  +6 	
  
Damage	
  Resistances 	
  necrotic;	
  bludgeoning,	
  piercing,	
  
and	
  slashing	
  from	
  nonmagical	
  attacks	
  
Senses	
  darkvision	
  60	
  ft.,	
  passive	
  Perception	
  13 	
  
Languages	
  the	
  languages	
  it	
  knew	
  in	
  life 	
  
Challenge	
  5	
  (1,800	
  XP)	
  
Regeneration.	
  The	
  vampire	
  regains	
  10	
  hit	
  points	
  at	
  the	
  
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	
  
damage	
  or	
  damage	
  from	
  holy	
  water,	
  this	
  trait	
  doesn’t	
  
function	
  at	
  the	
  s tart	
  of	
  the	
  vampire’s	
  next	
  turn. 	
  
Spider	
  Climb.	
  The	
  vampire	
  can	
  climb	
  difficult	
  surfaces,	
  
including	
  upside	
  down	
  on	
  ceilings,	
  without	
  needing	
  to	
  
make	
  an	
  ability	
  check. 	
  
Vampire	
  Weaknesses. 	
  The	
  vampire	
  has	
  the	
  following	
  
flaws:	
  
	
   Forbiddance.	
  The	
  vampire	
  can’t	
  e nter	
  a	
  residence	
  
without	
  an	
  invitation	
  from	
  one	
  of	
  the	
  occupants. 	
  
	
   Harmed	
  by	
  Running	
  Water. 	
  The	
  vampire	
  takes	
  20	
  
acid	
  damage	
  when	
  it	
  ends	
  its	
  turn	
  in	
  running	
  water. 	
  
	
   Stake	
  to	
  the	
  Heart. 	
  The	
  vampire	
  is	
  destroyed	
  if	
  a	
  
piercing	
  weapon	
  made	
  of	
  wood	
  is	
  driven	
  i nto	
  its	
  heart	
  
while	
  it	
  is	
  incapacitated	
  in	
  its	
  resting	
  place. 	
  
	
   Sunlight	
  Hypersensitivity. 	
  The	
  vampire	
  takes	
  20	
  
radiant	
  damage	
  when	
  it	
  starts	
  its	
  turn	
  in	
  sunlight.	
  
While	
  in	
  sunlight,	
  it	
  has	
  disadvantage	
  on	
  attack	
  rolls	
  
and	
  ability	
  checks. 	
  
Actions	
  
Multiattack.	
  The	
  vampire	
  makes	
  two	
  attacks,	
  only	
  one	
  
of	
  which	
  can	
  be	
  a	
  bite	
  attack. 	
  
Claws.	
  Melee	
  Weapon	
  Attack: 	
  +6	
  to	
  hit,	
  reach	
  5	
  ft.,	
  one	
  
creature.	
  Hit:	
  8	
  (2d4	
  +	
  3)	
  slashing	
  damage.	
  Instead	
  of	
  
dealing	
  damage,	
  the	
  vampire	
  can	
  grapple	
  the	
  target	
  
(escape	
  DC	
  13). 	
  
Bite.	
  Melee	
  Weapon	
  Attack: 	
  +6	
  to	
  hit,	
  reach	
  5	
  ft.,	
  one	
  
willing	
  creature,	
  or	
  a	
  creature	
  that	
  is	
  grappled	
  by	
  the	
  
vampire,	
  incapacitated,	
  or	
  restrained.	
   Hit:	
  6	
  (1d6	
  +	
  3)	
  
piercing	
  damage	
  plus	
  7	
  (2d6)	
  necrotic	
  damage.	
  The	
  
target’s	
  hit	
  point	
  maximum	
  is	
  reduced	
  by	
  an 	
  amount	
  
equal	
  to	
  the	
  necrotic	
  damage	
  taken,	
  and	
  the	
  vampire	
  
regains	
  hit	
  points	
  equal	
  to	
  that	
  amount.	
  The	
  reduction	
  
lasts	
  until	
  the	
  target	
  finishes	
  a	
  long	
  rest.	
  The	
  target	
  dies	
  
if	
  this	
  effect	
  reduces	
  its	
  hit	
  point	
  maximum	
  to	
  0. 	
  
Monsters (W) 
Wight	
  
Medium	
  undead,	
  neutral	
  evil 	
  
Armor	
  Class	
  14	
  (studded	
  leather) 	
  
Hit	
  Points	
  45	
  (6d8	
  +	
  18)	
  
Speed	
  30	
  ft.	
  
STR	
   DEX	
   CON	
   INT	
   WIS	
   CHA	
  
15	
  (+2)	
   14	
  (+2)	
   16	
  (+3)	
   10	
  (+0)	
   13	
  (+1)	
   15	
  (+2)	
  
Skills	
  Perception	
  +3,	
  Stealth	
  +4 	
  
Damage	
  Resistances 	
  necrotic;	
  bludgeoning,	
  piercing,	
  
and	
  slashing	
  from	
  nonmagical	
  attacks	
  that	
  aren’t	
  
silvered	
  
Damage	
  Immunities 	
  poison	
  
Condition	
  Immunities 	
  exhaustion,	
  poisoned 	
  
Senses	
  darkvision	
  60	
  ft.,	
  passive	
  Perception	
  13 	
  
Languages	
  the	
  languages	
  it	
  knew	
  in	
  life 	
  
Challenge	
  3	
  (700	
  XP)	
  
Sunlight	
  Sensitivity. 	
  While	
  in	
  sunlight,	
  the	
  wight	
  has	
  
disadvantage	
  on	
  attack	
  rolls,	
  as	
  well	
  as	
  on	
  Wisdom	
  
(Perception)	
  checks	
  that	
  rely	
  on	
  sight. 	
  
Actions	
  
Multiattack.	
  The	
  wight	
  makes	
  two	
  longsword	
  attacks	
  
or	
  two	
  longbow	
  attacks.	
  It	
  can	
  use	
  its	
  Life	
  Drain	
  in	
  place	
  
of	
  one	
  longsword	
   attack.	
  
Life	
  Drain.	
  Melee	
  Weapon	
  Attack: 	
  +4	
  to	
  hit,	
  reach	
  5	
  ft.,	
  
one	
  creature.	
  Hit:	
  5	
  (1d6	
  +	
  2)	
  necrotic	
  damage.	
  The	
  
target	
  must	
  succeed	
  on	
  a	
  DC	
  13	
  Constitution	
  saving	
  
throw	
  or	
  its	
  hit	
  point	
  maximum	
  is	
  reduced	
  by	
  an	
  
amount	
  equal	
  to	
  the	
  damage	
  taken.	
  This	
  r eduction	
  
lasts	
  until	
  the	
  target	
  finishes	
  a	
  long	
  rest.	
  The	
  target	
  dies	
  