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.
"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. If the base creature has a
swim speed, the vampire retains
the ability to
swim and is not vulnerable to immersion in running water (see below).
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.
Damage: Vampires have slam attacks. If the base creature does not have this
attack form, use the appropriate
damage value from the table below according to the vampire's size. Creatures that have other kinds of natural weapons retain their old
damage values or use the appropriate value from the table below, whichever is better.
Size
|
Damage
|
Fine |
1
|
Diminutive |
1d2
|
Tiny |
1d3
|
Small |
1d4
|
Medium |
1d6
|
Large |
1d8
|
Huge |
2d6
|
Gargantuan |
2d8
|
Colossal |
4d6
|
Special Attacks: A vampire retains all the
special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 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 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.
Dominate (Su):
A vampire can crush an opponent's will just by looking onto his or her eyes. This is similar to a
gaze attack, except that the vampire must use a
standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence as though by a
dominate person spell (
caster level 12th).
The ability has a range of 30 feet.
If the vampire instead drains the victim's Constitution to 0 or lower, 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.
Energy Drain (Su):
Living creatures hit by a vampire's slam
attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5
temporary hit points. A vampire can use its
energy drain ability once per round.
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. This
ability is similar to a
polymorph spell cast by a 12th-level character, except that the vampire does not regain
hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam
attack and dominate
ability, 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.)
Fast Healing (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 in
combat, it automatically assumes
gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional
damage dealt to a vampire forced into
gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1
hit point after 1 hour, then is no longer helpless and resumes
healing at the rate of 5
hit points per round.
Resistances (Ex): A vampire has
resistance to cold 10 and electricity 10.
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.
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 +8.
For all their power, vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don't
harm the vampire-they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a
standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire's
hit points to 0 or lower incapacitates it but doesn't always destroy it (see the note on
fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single
move action or
attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its
hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire's heart instantly slays the
monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature's head and fill its mouth with holy wafers (or their equivalent).
Vampires are always evil, which causes characters of certain classes to lose some class
abilities. In addition, certain classes take additional penalties.
Clerics: Vampire
clerics lose their
ability to turn undead but gain
the ability to rebuke undead. This ability does not affect the vampire's controller or any other vampires that a master controls. A vampire
cleric has access to two of the following domains: Chaos,
Destruction, Evil, or Trickery.
Sorcerers and Wizards: Vampire
sorcerers and wizards retain their class
abilities, but if a character has a familiar other than a
rat or
bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a
rat or
bat.
Find topic in: Epic, Monsters, Psionic |
|
Vampire d&d d20 roleplaying d20 dragons Vampire dragons rpg SRD srd wizards d&d d20 rpg Monsters wizards srd d20 Monsters Vampire d&d Vampire Vampire d20 Monsters T-Z rpg roleplaying Monsters d20 rpg dungeons d20 wizards 3.5 dungeons wizards T-Z dungeons |