Vampires speak, read, and write the languages they knew in life.
Challenge Rating: Same as the base
creature +2.
Undead: Vampires have the traits and immunities common to
undead.
Hit Dice: Change to d12. Vampires have no Constitution score.
Attacks: A vampire retains all the
attacks of the base
creature and gains a slam attack if it didn't already have one. The vampire's slam attack deals
damage according to its
size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-
size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
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 temporary Constitution
damage each round the pin is maintained.
Create Spawn (Su): A
humanoid or
monstrous humanoid slain by a vampire's
energy drain attack rises as a vampire loyal to its creator (called the master vampire, or simply "master"). The new vampire gains three
allegiances (in any order): chaos, evil, and master. All previous
allegiances are lost permanently. A vampire loses its allegiance to its master (and may adopt a new allegiance to replace it) only when the master vampire is destroyed.
Domination (Su): As an
attack action, a vampire can crush an opponent's will just by gazing into his or her eyes. The vampire can attempt to dominate only one target at a time, and the target must be within 30 feet and able to see the vampire. A target that fails a Will save (DC 10 + 1/2 vampire's
Hit Dice + vampire's Charisma modifier) becomes the vampire's
thrall for 1 day per Hit Die of the vampire. The
thrall temporarily loses all previous
allegiances and adopts a singular, unswerving allegiance to the vampire. If the vampire commands its
thrall to do something blatantly self-destructive, the target can make a Will save to break the vampire's control. If the save succeeds, the target becomes free-willed and regains its previous
allegiances.
Alternate Form (Su): A vampire can assume the form of a
bat,
rat, or
wolf as a
move action. The vampire can remain in that form until it assumes another form or until the next sunrise.
Children of the Night (Su): Vampires command the lesser
creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a
full-round action. These
creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Damage Reduction 15/+1 (Su): In campaigns without magic
weapons, the GM can disregard the vampire's
damage reduction, change it to 15/silver or 15/wood, or apply the
damage reduction only to certain types of
weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Fast Healing 5 (Ex):
A vampire heals 5 points of
damage each round so long as it has at least 1
hit point. If reduced to 0
hit points or lower, a vampire automatically assumes
gaseous form (see below) and attempts to escape. It must
reach its coffin home within 2 hours or be destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, its
hit points rise to 1
hit point after 1 hour; the vampire then resumes
healing at the rate of 5
hit points per round.
Gaseous Form (Su): As a
move action, the vampire (and all its gear) becomes insubstantial, misty, and translucent. The vampire gains
damage reduction 20/+1 in this form. Its
armor (including natural
armor) ceases to modify its
Defense, though other modifiers (such as from Dexterity and
size) still apply. The vampire cannot
attack or use supernatural
abilities while in
gaseous form.
A vampire in this form can remain gaseous indefinitely and has a fly
speed of 20 feet with perfect maneuverability. It can pass through small holes or narrow openings, even mere cracks. Its
gaseous form is subject to wind and cannot enter water or other liquid.
Cold Resistance 20 (Ex): A vampire ignores the first 20 points of cold
damage from any cold-based
attack.
Spider Climb (Ex):
A vampire can climb sheer surfaces as though with a
spider climb spell.
Darkvision (Ex): Vampires have
darkvision with a range of 60 feet.
Direct Sunlight: The merest sliver of sunlight deals 2d6 points of
damage to a vampire. A vampire exposed to
direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be consumed by fire and destroyed utterly.
Garlic: A vampire cannot enter or pass through any 5-foot square containing
garlic. A vampire takes a -2 penalty on melee
attack rolls against a target wearing
garlic.
Holy Symbol: A vampire takes a -2 penalty on melee
attack rolls against a
creature prominently wearing or brandishing a
holy symbol. The symbol's touch deals 1d4 points of holy
damage to a vampire, and a vampire reduced to 0
hit points in this fashion is destroyed utterly. This holy
damage can be healed only by inflict spells.
Inviolate Sanctuary: A vampire cannot enter a privately owned residence unless invited in by the rightful owner or tenant.
Running Water: A vampire cannot cross
running water (but may be carried across). A vampire immersed in
running water loses one-third of its remaining
hit points each round until it is destroyed at the end of the third round.
Wooden Stake: Wooden
weapons that deal piercing
damage (such as
wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a
critical hit against a vampire on a natural 20 (unless noted otherwise), even though vampires are normally immune to
critical hits. A successful
critical hit destroys a vampire instantly, turning it to dust.
Allegiances: Previous
allegiances are lost, replaced by
allegiances to chaos, evil, and master (or simply chaos and evil if the master vampire has been destroyed). Changed
allegiances might cause the loss of particular class
abilities.
Ability Scores: Vampires gain the following
ability score increases: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As
undead creatures, vampires have no Constitution score.
Skills: Same as the base
creature (human vampires retain the extra
skill points afforded to all humans). Vampires receive a +8
species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Advancement: By character class.
Vampire (Human Fast Hero 2/Charismatic Hero 3): CR 7; Medium-
size undead; HD 5d12; hp 32; Mas -; Init +8; Spd 30 ft.;
Defense 25, touch 19, flat-footed 21 (+4 Dex, +5 class, +6 natural); BAB +2; Grap +6; Atk +6 melee (1d6+4, slam); Full Atk +6 melee (1d6+4, slam) +7 melee (2d6/19-20, mastercraft katana), or +6 ranged; FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ
blood drain,
create spawn,
domination (DC 17),
energy drain,
alternate form, chil-dren of the night, dam-age re-duction 15/+1,
fast healing 5,
gaseous form, cold and
electricity resistance 20,
spider climb, +4
turn resistance,
darkvision 60 ft.,
weaknesses; AL evil, chaos, master; SV Fort +2, Ref +10, Will +3; AP 2; Rep +5; Str 19, Dex 18, Con -, Int 14, Wis 10, Cha 20.
Skills: Bluff +17*, Diplomacy +9*, Disguise +9, Drive +8, Gather Information +9*, Hide +18, Intimidate +9*, Knowledge (art) +6, Knowledge (current events) +7, Knowledge (popular culture) +7, Perform (stringed instruments) +9*, Listen +10, Move Silently +18, Read/Write Language (any two), Search +10, Sense Motive +8, Speak Language (any two), Spot +10.
*The vampire gains a +3 bonus on these Charisma-based
skill checks when influencing members of its chosen gender (see Charm).
Feats: Alertness,
Combat Reflexes,
Dodge,
Exotic Melee Weapon (katana),
Improved Initiative,
Iron Will,
Lightning Reflexes,
Renown,
Simple Weapons Proficiency,
Stealthy,
Windfall.
Talent (Fast Hero): Evasion.
Talents (Charismatic Hero): Charm, favor.
Possessions: Aston-Martin Vanquish sports coupe, eight-bedroom mansion, designer formal wear, mastercraft katana (+1), cell phone, desktop computer (with cellular modem, printer, and scanner), mastercraft violin (+1).