Moroi Vampires
Maroi have the following adjustments.

Creature Type: Vampires are undead with the augmented subtype.

Defensive Abilities

  • Natural Armor: Vampires gain a +1 natural armor bonus (this does not stack with any existing natural armor).
  • DR: Vampires have DR equal to 1/2 their HD that is bypassed by silver weapons (minimum DR 2/silver).
  • Resistances: Vampires have resistance to Cold and Electricity equal to 5 + their HD.
  • Immortality: A vampire has fast healing 2. If a vampire's body is destroyed improperly (see vampire weaknesses) the vampire's body reforms at next dusk in the place it was destroyed and the vampire returns to unlife. Any lost appendages (including its head) reform during this process.

Attacks: Vampires with hands have a pair of claw attacks that deal damage appropriate to their size. Vampires may alternatively perform a slam attack in place of a claw attack, dealing the same damage as their claws as bludgeoning damage. A vampire's natural weapons are treated as magical weapons (allowing them to harm incorporeal foes, bypass DR/magic, etc).

Special Abilities
A vampire gains the following special abilities and attacks. Unless noted otherwise, the saving throw DC against a vampire's special attacks is 10 + ½ the vampire's HD + the vampire's Charisma modifier.

  • Blood Drain (Ex): A vampire can suck blood from a willing creature as a standard action, or a creature it is grappling. During a round that the vampire maintains a grapple, it can drain blood, dealing 2 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. For every 6 HD the vampire has, the vampire gains an additional 5 hit points or temporary hit points each round it drains blood (10 at 6HD, 15 at 12HD, and 20 at 18HD). Vampires using this ability on other vampires ignore their immunity to Constitution damage.
  • Kiss of the Vampire (Su): A vampire who successfully uses its Blood Drain on a creature may curse it with the Kiss of the Vampire affliction (see below). The curse remains until it is broken with a successful remove curse spell is cast within 1 minute of a remove disease spell or the vampire is slain. Creatures that die while they are cursed rise as vampires at dusk and are considered charmed by the vampire that cursed them. This charm remains indefinitely or until it's broken by their master ordering them to do something they are vehemently opposed to and their make a successful Will saving throw to break the charm (see Charms and Compulsions in the Core Rulebook Glossary).
    • Kiss of the VampireType curse; Save Fortitude negates; Onset immediate; Frequency constant; Effect The creature is doomed to become a vampire. While cursed, the creature receives a -4 morale penalty on saving throws against a vampire's special abilities and rises as a vampire at next dusk when it dies, acting as if charmed by the vampire that cursed it. While the curse remains, the creature detects as Undead to spells and effects such as detect undead or deathwatch, and is sickened each round they are subjected to any effect that specifically harms or wards against undead or vampires (such as Channel Positive Energy, cure spells, halt undead, direct sunlight, holy symbols, etc.); Cure slaying the vampire that cursed them, a remove curse spell and a remove disease spell cast within 1 minute of each other, or the vampire deigning to release them from their curse
  • Hypnotic Gaze (Su): A vampire can entrap the minds of creatures. As a standard action, a vampire can fascinate a creature within 30 ft., similar to the spell hypnotism except it only affects one creature and isn't limited by hit dice. A vampire can perform threatening actions (short of actually attacking them) without breaking the fascination, and may use their Blood Drain on their victim without breaking the fascination. If the creature can understand the vampire, it can make requests of the creature as though it were charmed while it remains fascinated. Finally, the vampire can choose to alter the subject's memories as per a modify memory spell, though they must only concentrate for one minute per 5 minutes to be modified, and they can only modify memories that were gained while the creature was fascinated or within 5 minutes of being fascinated. Creatures remain fascinated until either 1 hour pass, the vampire deigns to end their fascination, or the fascination is broken (such as by a creature shaking them out of it, or the vampire physically attacking them).
  • Spiderclimb (Su): A vampire constantly acts as if under the effects of a spiderclimb.

A vampire has the following special weaknesses collectively categorized as “vampire weaknesses”.

Aversion to Divine Symbols: Vampires have an aversion to holy symbols that makes it difficult for them to approach. A vampire that wants to approach a holy symbol must make a DC 15 Will save or it cannot approach within 15 ft. of it as if affected by a repulsion spell. The vampire may attempt a new saving throw against the effect once per round on its turn to act normally for that round. A creature need only openly display a symbol (such as wearing one as a necklace) to benefit from its protection.

A creature with a holy symbol may, as a standard action, invoke the divinity associated with it to drive the vampire away for that round. By doing so, the DC for the vampire to resist the repulsion effect increases to 25, and the vampire must make a saving throw each round it remains in the area of the repulsion effect or become shaken for 1 round. If it fails this save by 10 or more, it becomes frightened instead. The benefits of the invocation last as long as the barer continues to use its standard action to maintain it.

Aversion to Sunlight: Vampires that begin their turn caught in direct sunlight (that is an area of bright light illuminated by the sun, not merely bright light or within the radius of a daylight spell) become staggered for as long as they remain in the sunlight and until the end of their turn after leaving an area of direct sunlight. While staggered in this way, a vampire losses access to all special abilities gained by the vampire template except Blood Drain, and loses the benefits of its fast healing. Additionally, sunlight hurts vampires and each minute that the vampire remains in direct sunlight causes the vampire to suffer 2 points of Constitution damage. A vampire reduced to 0 Constitution in this way is reduced to ashes as if consumed by fire and is destroyed. This Constitution damage ignores the vampire's immunity to ability damage to physical ability scores.

Impaling Vulnerability: A helpless vampire can be disabled by impaling them through their hearts, typically with a silver stake (though a wooden stake driven with a hammer is common as well). “Staking” a vampire is a full-round action that provokes attacks, similar to a coup de grace. The person stabbing the vampire deals critical damage with a piercing weapon and vampire must make a Will save (DC 10 + the damage dealt) or be temporarily slain (as if its hit points were reduced enough to kill it). The piercing weapon used to execute the vampire remains lodged in its body unless removed and disables the vampire's fast healing for as long as it remains (a common practice among vampire slayers is to stake a vampire and then leave it in the sun to be destroyed).

Vampire Exorcism: A vampire that is made helpless can be destroyed through a process that involves dousing the body in holy water and cremating the body within the area of a consecration spell.

Vampire Skills: Vampires receive a +10 racial bonus on Bluff and Disguise checks made to pass as a normal member of their race (so a human vampire would gain a +10 racial bonus on Bluff checks to convince someone they were a normal human, or a +10 racial bonus on Disguise checks to appear to be a normal human).

Ability Scores: Vampires have powerful undead bodies granting a +2 racial bonus to Strength.

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