Barovian Vampire Spawn
Barovian Vampire Spawn
| Undead, Vampire | Level 4 Horde Harrier |
| EV 6 |
| Size | Speed | Stamina | Stability | Free Strike |
|---|---|---|---|---|
| 1M | 5 | 30 | 0 | 2 |
| Immunity: Corruption 4, poison 4 | Weakness: — |
| Movement: Climb |
| Might | Agility | Reason | Intuition | Presence |
|---|---|---|---|---|
| +2 | +3 | -1 | +1 | +2 |
| Exsanguinating Bite 2d10+3 | Signature Ability |
| Melee, Strike, Weapon | Main Action |
| Melee 1 | One creature or object |
| ≤ 11: 5 damage |
| 12-16: 7 corruption damage; M < 2 bleeding (save ends) |
| 17+: 9 corruption damage; M < 3 bleeding (save ends) |
| Effect: The vampire spawn regains Stamina equal to any corruption damage dealt. |
| (1 Malice): The target takes an additional 3 corruption damage. |
| Vampiric Celerity | |
| — | Maneuver |
| Self | Self |
| Unslakable Bloodthirst |
| The vampire spawn has speed 10 while any creature within 10 squares of them is bleeding. The vampire spawn must use Exsanguinating Bite against a bleeding creature on their turn if they are able to. |
Vampire Spawn Attributes
Vampire spawn in Barovia have the following attributes and weaknesses.
Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
Undead Nature: The vampire doesn't need to breathe.
Chained to the Grave: The vampire can only rest in their coffin, grave, or under a foot of earth at the place of their death, and must rest in their coffin or grave from dusk until dawn to regain Stamina.
Stake to the Heart: If a weapon made of wood is driven into the vampire's heart while they are unconscious in their coffin, they can't move, act, or teleport until the stake is removed. Ability rolls against them have a double edge.
Spider Climb: The vampire can climb vertical surfaces (including walls) and move upside down along ceilings at their normal speed without making a test.
Regeneration: While not in sunlight or running water, the vampire regains 5 Stamina at the start of each of their turns. If the vampire takes holy damage, this trait doesn't function at the start of their next turn.
Curse of Day: If the vampire is exposed to direct sunlight, they have damage weakness 5 until they start their turn in concealment created by darkness.