Modified Vampire

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Vampire

Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves.

Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.

Vampires speak any languages they knew in life.

Creating A Vampire

"Vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

A vampire uses all the base creature’s statistics and special abilities except as noted here. Size and Type

The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice

Increase all current and future Hit Dice to d12s.

Speed

Same as the base creature.

Armor Class

The base creature’s natural armor bonus improves by +6.

Attack

A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.

Full Attack

A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Special Attacks

A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier unless noted otherwise.

Blood Drain (Ex)

A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain and 1 point of Strength drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Children of the Night (Su)

Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)

A humanoid or monstrous humanoid slain by a vampire’s blood drain, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Unholy touch (Su)

Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) takes 1 point of Constitution damage.

Special Qualities

A vampire retains all the special qualities of the base creature and gains those described below.

Alternate Form (Su)

A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

Unholy Toughness (Ex)

A vampire gains bonus hit points equal to its Charisma modifier x its hit die.

Damage Reduction (Su)

A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex)

A vampire heals 5 points of damage each round so long as it has at least 1 hit point.

Resistances (Ex)

A vampire has resistance to cold 10.

Spider Climb (Ex)

A vampire can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (Ex)

A vampire has +4 turn resistance.

Abilities

Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills

Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats

Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment

Any, usually same as base creature.

Organization

Solitary, pair, gang (3-5), or troupe (1-2 plus 2-5 vampire spawn)

Challenge Rating

Same as the base creature +2.

Treasure

Double standard.

Alignment

Always evil (any).

Advancement

By character class.

Level Adjustment

Same as the base creature +3.

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