Encounters by Locale: The Upperdark Wilds (Underground, Frontier)
Vampire Spawn (CR 4)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +11 and Spot +11
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 4d12+3 (29 hp); DR: DR 5/silver
Fort +1, Ref +5, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d6+4 and energy drain
Special Attacks: Domination energy drain, blood drain
Abilities: Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
Special Qualities: Undead, +2 turn resistance, cold and electricity resistance 10, gaseous form, spider climb, fast healing 2
Feats: Alertness; Improved Initiative; Lightning Reflexes; Skill Focus (selected Craft or Profession); Toughness
Skills: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10 Search +8, Sense Motive +11, and Spot +11
Climate/Terrain: Any land and underground
Organization: Solitary or pack (2-5)
Source: Monster Manual
Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves.
Vampire spawn appear just as they did in life, although their features are often hardened and feral, with a predatory look.
Vampire spawn speak Common.