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: 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/Actions: 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)
Charm (Su): This is similar to the vampire's domination ability (see the Vampire entry), but the save DC is 14, and the effect is similar to charm person as cast by a 5th-level sorcerer. A charmed subject allows the vampire spawn to drain his or her blood (see below).
Energy Drain (Su): Living creatures hit by a vampire spawn's slash attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will, as the spell cast by a 6th-level sorcerer, but it can remain gaseous indefinitely and has a fly speed of 420 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. Once at rest in its coffin, it regains 1 hit point after 1 hour, then resumes healing at the rate of 2 hit points per round.
Skills: Vampire spawn receive a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
REPELLING AND SLAYING VAMPIRE SPAWN
Vampire spawn are equally vulnerable to attacks that slay vampires. For details, see the Vampire.
Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.
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.