Vampire (+1)

Vampires occupy a special place in the world of monsters which captivates the living in a mixture of awe, fear, and wonder. These undead creatures hold dominion over the night and feed on living creatures to sustain them,
yet perhaps more so than most undead creatures, these undead have a very human element to them that makes it possible for their prey to relate to them in a way that few monsters, especially among the ranks of the undead, can boast. These predators walk among their prey, their former kind, hiding in plain view, using a mixture of charm, deception, and in some cases force to sate their endless hungers.

The following adjustments are made to characters that become vampires.

  • Type: The creature's type changes to undead (augmented). Do not recalculate Hit Dice, BAB, or saves.
  • Abilities: Vampires gain a +2 bonus to Strength.
  • Attacks: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size (see Natural Attacks). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
  • Blood Drain (Ex): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 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.
    • Alternatively, a vampire can drain blood from another vampire, dealing an equivalent amount of Charisma damage instead. A vampire reduced to 0 Charisma in this way withers into a dried husk and is destroyed.
  • Change Shape (Su): A vampire can assume the form of a giant bat of their size, disperse into a bat swarm, or back to their base form as a full-round action. This is a polymorph effect. Regardless of the form assumed, the vampire's ability scores remain unchanged, and the vampire's equipment melds into its new form.
    • When transformed into a bat, the vampire assumes the form of a dire bat, though its size is the same as that of its base form (which determines things such as the damage of its bite attack). Regardless of the bat's size, its speed and maneuverability are always that of a large-sized dire bat. While in bat form, a vampire increases its natural armor by +1 for every 4 HD that it has. (The scaling natural armor is probably not necessary)
    • While transformed into a swarm of bats, the vampire's size becomes diminutive and it gains the swarm subtype. While a bat swarm, the vampire loses access to all of its special attacks (including blood drain, energy drain, and charm), loses fast healing (but not its immortality), cannot cast spells, manifest powers, or use psi-like or spell-like abilities, and loses all attacks including natural attacks and unarmed strikes. It gains a swarm attack that deals damage appropriate to its HD. Unlike a typical diminutive swarm, the vampire may still be harmed with weapons, albeit the vampire only suffers half damage from weapon attacks. It is still susceptible to spells and effects that target undead creatures, even if they typically target only a single creature (such as command undead, halt undead, etc).
    • A vampire reduced to 0 hit points reverts back to its original form. It can otherwise remain in its assumed form indefinitely or until it chooses to change forms again. Unlike most supernatural abilities, the act of changing shape requires some focus on the part of the vampire similar to casting a spell. As a result, changing shape provokes attacks of opportunity and requires a successful Concentration check to change shape while grappled or pinned or when taking damage during their transformation as if they were casting a spell. Failing this check means the vampire's transformation fails. The Concentration DC is as if the vampire were casting a 5th level spell. The vampire's Concentration modifier for this purpose is equal to its HD plus its Charisma modifier.
  • Charm (Su): A vampire can attempt to manipulate the mind of a creature within 30 ft. as a standard action. If the creature fails a Will saving throw, it acts as if under the effects of a charm person spell, except the duration is one day per caster level. The caster level of this effect is equal to the vampire's hit dice, and the save DC is 10 + 1/2 the vampire's HD + the vampire's Charisma modifier. A creature that has successfully saved against a vampire's charm cannot be affected by it again for 24 hours.
  • Create Spawn (Su): A vampire can create spawn from creatures it slays with its blood drain or energy drain, provided the creature could become a vampire. The victim rises from death as a vampire in 1d4 days. The created spawn acts as though under the effects of the vampire's Charm ability (it is friendly towards the vampire and can be made to do things it wouldn't normally do if its creator wins an opposed Charisma check) indefinitely or until the vampire attempts to coerce the spawn into an act that would grant it a saving throw to break free of the charm effect.
  • Damage Reduction: A vampire has DR 2/silver. For every 2 HD they possess, this DR increases by +1 (to a maximum of DR 10/silver).
  • Darkvision: A vampire gains darkvision 60 ft.
  • Energy Drain (Su): A vampire of sufficient power can steal life from creatures with its natural attacks. A vampire that hits a creature with any of its natural attacks inflicts one negative level for every 6 HD the vampire has (minimum 0 negative levels). The vampire gains 5 temporary hit points per level drained. A vampire may choose to forgo inflicting negative levels when it makes an attack. A vampire cannot drain levels from an individual creature more than once per round, no matter how many times it strikes the creature.
  • Immortality: A vampire has fast healing 2. A vampire that is reduced to 0 or fewer hit points is not destroyed but its fast healing stops functioning for 1 hour. 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. Any lost appendages (including its head) reform during this process.
  • Natural Armor: A vampire increases its natural armor by +2.
  • Resistances: A vampire has cold and electricity resistance 5.
  • Skills: Vampires gain a +3 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks. Vampires also receive a +10 racial bonus on Disguise checks made to appear to be normal members of their base race.
  • Spiderclimb (Su): A vampire can move across sheer surfaces as if constantly under the effects of a spiderclimb spell.
  • Weaknesses: 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 (see below) gained by the vampire template except Blood Drain, and loses the benefits of its fast healing. Additionally, sunlight hurts vampires and each round that the vampire remains in direct sunlight causes the vampire to suffer 2 points of Charisma damage. A vampire reduced to 0 Charisma in this way is reduced to ashes as if consumed by fire and is destroyed. (Possibly change this up so it's not lethal)
    • 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 its hit points are immediately reduced to 0 (if it had more than 0). 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 Hunger: Though as an undead creature vampires need neither eat nor drink to survive indefinitely, each vampire needs the blood of living creatures to sustain them both physically and mentally. Vampires feed on living creatures using their blood drain ability. A vampire can go without feeding for a number of days equal to their hit dice before the hunger sets in. For more information concerning vampire feeding and hunger sickness, see Undead Hunger. Though vampires can feed on other vampires, vampires are never at risk of unintentionally feeding on other vampires due to hunger withdrawal.

Vampires feel really overloaded with tons of little abilities and modifiers. The skill modifiers especially feel tacked on, and just push skills further towards breaking the RNG at lower levels (and these are important skills- Stealth and Perception are two of the strongest skills in the game and matter at all levels). Change Shape is really powerful out of the gate. I haven't added Vampire Lords- I feel like we really need to go over them and make them part of a progression like Lycanthropes. They're the Advanced template except way better, and create a wider gulf between hit dice and level.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License