Enslaved Spawn CR 5
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 38 (4d8+20); fast healing 2
Fort +5, Ref +4, Will +7
Defensive Abilities channel resistance +2; DR 5/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
During Combat The vampire spawn take turns trying to dominate their foes so they can grapple and drain blood.
Morale The vampire spawn fight until destroyed.
Str 16, Dex 16, Con —, Int 15, Wis 17, Cha 19
Base Atk +3; CMB +6; CMD 19
Feats Toughness, Weapon Focus (slam)
Skills Acrobatics +7, Disguise +11, Intimidate +11, Perception +10, Sense Motive +10, Stealth +18
Languages Common, Elven, +1 additional
SQ gaseous form, shadowless, spider climb
A vampire spawn can suck blood from a grappled opponent; if the vampire spawn establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire spawn heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
A vampire spawn can crush a humanoid opponent’s will as a standard action. Anyone the vampire spawn targets must succeed on a Will save (DC 14) or fall instantly under the vampire spawn’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampire spawns might be able to affect different creature types with this power.
A creature hit by a vampire spawn’s slam (or other natural weapon) gains one negative level. This ability only triggers once per round, regardless of the number of attacks a vampire spawn makes. See Energy Drain description for details.
A vampire spawn also gains fast healing 2. If reduced to 0 hit points in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
A vampire spawn casts no shadows and shows no reflection in a mirror.
A vampire spawn can climb sheer surfaces as though under the effects of a spider climb spell.
Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire spawn—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire spawn at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampire spawns cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire spawn’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure Value standard
Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer.