KING
Vampire Spawn

Vampire Spawn

Undead · Crown of Domination

T2d6Minor

Undying thralls of masters, vampire spawn mesmerize and claw, seeking blood under night's veil.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense16--
Heart16--
Cunning16--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Undying Thrall

Regains 1 Vigor at the start of its turn unless it is in sunlight or running water or took radiant damage since its last turn. Takes 1 Vigor damage when it starts its turn in sunlight, cannot enter a home uninvited, and climbs any surface, even upside down.

Maneuvers

Maneuver

Bite

Sinks fangs into a grabbed creature. The target makes a Body save (DC 13); on a failure it takes 2 damage and the spawn regains 1 Vigor, on a success it takes 1 Vigor damage.

Maneuver

Charm

One creature within 30 ft makes a Heart save (DC 13) or regards the spawn as a trusted friend for 1 minute. The charm breaks if the spawn or its allies harm the target.

Reactions

Reaction

Mist Escape

When it would flee or fall, it collapses into mist and streams toward its coffin. It must reach the coffin within 2 hours or be destroyed.

Tactics

GM tactics

Charms one target to isolate another. Grapples and bites to heal itself. Avoids sunlight and holy symbols absolutely. Serves master's commands without question.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.