This feral-looking man in formal attire has readily-obvious claws and fangs.
AC 18, touch 11, flat-footed 17 (+1 armor, +1 Dex, +6 natural)
Speed 30 ft., climb 30 ft.
Str 19, Dex 17, Con —, Int 9, Wis 12, Cha 14
Poisonous Blood (Su) Whenever a piercing or slashing melee weapon damages a bloodborn vampire spawn, the weapon is coated with one dose of tainted blood until it is used to make a successful attack, up to one minute. Tainted Blood: supernatural poison—contact; save Fort DC 12; onset 1 minute; frequency 1/hour; effect 1d6 Con; cure 1 save while standing within an area of bright light such as sunlight. Any creature killed by tainted blood instantly rises as a bloodborn vampire if its creature type matches the augmented creature type of the bloodborn vampire spawn that provided the blood. A bloodborn vampire spawn can attack and damage itself with piercing and slashing melee weapons to coat them with tainted blood. The save DC is Charisma-based.
Screech (Su) As a standard action usable once per minute, a bloodborn vampire spawn can produce an ear-splitting screech that stuns living creatures in a 20-foot-radius burst. All living creatures within the area must make a DC 12 Fortitude save or be staggered for 1d3 rounds.
Vulnerable in Bright Light (Ex) When in an area of bright light such as sunlight, a bloodborn vampire spawn loses any fast healing and regeneration abilities it possesses, and cannot benefit from natural or magical healing. This lasts for as long as the bloodborn vampire remains exposed to bright light.