Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Drink Blood
Circumstance: A grabbed, paralyzed, restrained, unconscious, or willing creatur
The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the vampire regains 5 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
Ability
Sneak Attack
The vampire spawn deals 1d6 extra precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
claw +14 [+10/+6] (agile), Damage 1d8+6 slashing plus Grab
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Trait
Vampire
Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.
Immunity
death effects
disease
paralyze
poison
sleep
Language
Common
plus one regional language
Perception
darkvision
Resistance
physical 5 (except silver)
Weakness
vampire weaknesses