||A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain.
A vampire spawn heals 2 HP per round per location. If reduced to major wound 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.
As an action, a vampire spawn can assume gaseous form at will, but it can remain gaseous indefinitely and has a fly speed of 20 feet.
A vampire spawn can crush a humanoid opponent’s will as a standard action. Anyone the vampire spawn targets must succeed on an Opposed Will save or fall instantly under the vampire spawn’s influence, as though by a dominate person spell. 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 turn, regardless of the number of attacks a vampire spawn makes (flurry for example). For each hit the spawn gains 1 HP to each location. This can go above their max and last for 1 hour.
The vampire spawn do not coordinate their attacks well, and tend to bicker and snap at each other over meals. As a result, each vampire spawn seeks out its own PC to attack, teaming up with others against a single target only if no other options are available. When two vampire spawn fight one PC, they each take a –10 penalty on attack rolls, as they are distracted by the other’s actions. They won’t bother with dominating prey unless they find themselves alone, fighting a single victim.
The vampire spawn fight until destroyed.
Sneak attack (+1 step damage)
Artful dodger (+1 parry/evade, does not end up prone)
Bite drains 2-4 CON as well as blood. For each point of CON drained the spawn gains 1 HP to all locations (this can go above max)
Extra 2 AP vs non silver attacks and half damage thereafter (cannot be bypassed or sundered)
Extra 4 AP vs cold and electrical attacks and half damage thereafter (cannot be bypassed or sundered)