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Condition Immunities frightened, charmed, asleep 1° level (4 slots): Fog cloud, Jump, Magic missiile,
Damage resistances necrotic, bludgeoning, piercing and Shield, Sleep
slashing from non-magical weapons 2° level (3 slots): Mirror image, Scorching ray, Web
Senses darkvision 120ft., passive Perception 13 3° level (3 slots): Counterspell, Fireball, Hypnotic
Languages Umbral, Common, Primordial, Abissal pattern
Vampire spawn Leap attack. If the vampire spawn jumps at least 10 feet
as part of its movement next to a creature, then hits it
Medium undead, NE
with a claw attack on the same turn, that target must
Armor Class 15 succeed on a DC 14 Strength saving throw or be
Hit Points 80(1d4 + 5) knocked prone and be stunned until the end of its
next
Speed 19ft. turn. If the target is prone and stunned, the
fleder can
make one bite attack against it as a bonus
action.