Vampires speak, read, and write the languages they knew in life.
Same as the base creature
Vampires have the traits and immunities common to undead
Change to d12. Vampires have no Constitution score.
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):
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.
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
, 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
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
Vampires have darkvision
with a range of 60 feet.
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.
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
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.
A vampire cannot enter a privately owned residence unless invited in by the rightful owner or tenant.
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.
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.
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
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.
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.
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
(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
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.
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).
, Combat Reflexes
, Exotic Melee Weapon
(katana), Improved Initiative
, Iron Will
, Lightning Reflexes
, Simple Weapons Proficiency
Talent (Fast Hero):
Talents (Charismatic Hero):
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).