

It does not gain the wight’s Create Spawn ability.Comment by KerrianneI've taken to doing insane things lately.A vampire spawn gains all of the standard vampire weaknesses.It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).It gains the blood drain and dominate vampire special attacks.A vampire spawn’s statistics are identical to those of a wight, save for the following changes. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. Organization solitary, pair, gang (3–6), or pack (7–12)Ī vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water. Driving a wooden stake through a helpless vampire spawn’s heart instantly slays it (this is a full-round action). Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points-a vampire spawn reduced to 0 hit points in this manner is destroyed. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. However, certain attacks can slay vampire spawns. Reducing a vampire spawn’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). Vampire spawns cannot enter a private home or dwelling unless invited in by someone with the authority to do so. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Holding a vampire spawn at bay takes a standard action. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. These things don’t harm the vampire spawn-they merely keep it at bay. Similarly, they recoil from mirrors or strongly presented holy symbols. Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it.

Spider Climb (Ex)Ī vampire spawn can climb sheer surfaces as though under the effects of a spider climb spell.

Shadowless (Ex)Ī vampire spawn casts no shadows and shows no reflection in a mirror. Using the spell in this way does not require a material component.

Resurrection Vulnerability (Su)Ī raise dead or similar spell cast on a vampire spawn destroys it (Will negates). Gaseous Form (Su)Īs a standard action, a vampire spawn can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. 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. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. It must reach its coffin home within 2 hours or be utterly destroyed. If reduced to 0 hit points in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. Fast Healing (Su)Ī vampire spawn also gains fast healing 2. This ability only triggers once per round, regardless of the number of attacks a vampire spawn makes. Energy Drain (Su)Ī creature hit by a vampire spawn’s slam (or other natural weapon) gains one negative level. At the GM’s discretion, some vampire spawns might be able to affect different creature types with this power. Anyone the vampire spawn targets must succeed on a Will save (DC 14) or fall instantly under the vampire spawn’s influence, as though by a dominate person spell (caster level 12th). Dominate (Su)Ī vampire spawn can crush a humanoid opponent’s will as a standard action. The vampire spawn heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. SQ gaseous form, shadowless, spider climbĪ vampire spawn can suck blood from a grappled opponent if the vampire spawn establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. Skills Intimidate +2, Knowledge (religion) +7, Perception +11, Stealth +16 Racial Modifier +8 Stealth Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15įeats Blind-Fight, Skill Focus (Perception) Special Attacks blood drain, dominate (DC 14), energy drain (1 level, DC 14) Weaknesses resurrection vulnerability, vampire weaknesses Perception +11ĪC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)ĭefensive Abilities channel resistance +2 DR 5/silver Immune undead traits Resist cold 10, electricity 10
