Silva Stormrage
2013-03-09, 10:50 PM
I posted this in my Necromantic Codex but I figured I should try and get comments on it as fast as possible before I send it against my players :smalltongue:
Vampire Template and Vampire Spawn:
http://www.toplessrobot.com/strahd.jpg
"Your blood will flow!." - Prince Keleseth
Vampires
Vampires are reanimated corpses that stalk creatures in the night searching for blood to drain. Hunters, tacticians and masterminds, Vampires are dangerous enemies to have and fearsome opponents.
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 Template
Creating a Vampire
“Vampire” is an acquired template that can be added to any living creature with blood coursing through its body (referred to hereafter as the base creature). A vampire uses all of the base creature’s statistics and special abilities, except as noted here. Furthermore, a vampire’s alignment is automatically shifted to evil (LE, NE, or CE). In rare cases the DM may rule that the vampire does not shift alignments.
Size and Type: The creature’s type changes to undead. 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.
Armor Class: The base creature’s natural armor bonus improves by +2.
Attack: A vampire retains all the attacks of the base creature and also gains a bite and two claw attacks if it didn’t already have them. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapon retains those natural weapons. A vampire fighting without weapons uses either its bite and claw attacks or its primary natural weapon (if it has any). A vampire armed with a weapon uses its bite and claws or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses its bite and two claws to attack. If armed with a weapon, it chooses whether to use the weapon or use its natural attacks.
{table=head]Size|Bite Damage|Claw Damage
Fine|1|-
Diminutive|1d2|1
Tiny|1d3|1d2
Small|1d4|1d3
Medium|1d6|1d4
Large|1d8|1d6
Huge|2d6|1d8
Gargantuan|2d8|2d6
Colossal|4d6|2d8[/table]
Damage: Vampires have bite and claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table 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, whichever is better.
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ the vampire’s HD + the vampire’s Charisma modifier, unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a pinned living victim with its fangs. Successfully dealing at least 5 points of Constitution drain satiates the vampire’s thirst for blood.
If it pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained. On each successful grapple attack, the vampire heals 5 hit points, gaining any extra as temporary hit points. For every 4 points of constitution damage he inflicts one negative level on the subject. Each negative level grants the vampire 5 temporary hit points.
To use this ability, the vampire must hit with his bite attack. It can then attempt to start a grapple as a free action with a +4 bonus without provoking an attack of opportunity. If the vampire succeeds on the grapple he can make an additional grapple check as a free action, if he succeeds on the second grapple immediately drains blood.
Charm (Su): A vampire can control an opponent’s will just by looking into 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 charm person spell (caster level equal to the Vampire's HD) except the duration of the charm is one day. The ability has a range of 30 feet. The DC for this ability is 10+ the vampire's charisma modifier.
Create Spawn (Su): If the vampire drains the victim’s Constitution to 0 or lower or if the vampire kills a subject with negative levels from his drain attack, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. Vampire Spawn are under the direct control of a vampire. The vampire rises after a single day of being dead. Vampires created through this ability always have free will. However, their attitude shifts one step further towards fanatic to the vampire and his direct allies to a minimum of friendly to the vampire and indifferent to his direct allies. Afterwords the vampire can have his attitude adjusted based on the vampire's actions just like normal.
At any given time a vampire cannot have enslaved vampire spawn totaling no more than its charisma modifier (Minimum 1); any spawn it creates that would exceed this limit are created as free-willed vampire spawn. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, vampire spawn cannot be enslaved again.
Special Qualities: A vampire retains all of the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the vampire loses its natural bite attack and charm 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 a number of hit points equal to his charisma modifier each round so long as it has at least 1 hit point. A vampire's fast healing can only heal him up to half his maximum hit points. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to the vampire is negated. It must reach its coffin home within 1 hours or be utterly destroyed. (It can travel up to about 2.5 miles in 1 hours.) Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 day of complete rest, then is no longer helpless and resumes healing at the rate of a number of hit points equal to his charisma modifier per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 10 feet with perfect maneuverability.
Vulnerability: A vampire is vulnerable to fire damage, silver and holy weapons and holy water. Fire damage and damage from silver or holy weapons deals 1.5 times normal damage to a vampire. While holy water deals double damage.
Vampire Trait: Vampires vary from each other. When the vampire is first created he may chose one of the following abilities. This decision can not be changed by any means.
Improved Blood Drain: The Vampire deals 1d4+1 con drain each round in a grapple instead of 1d4 con damage.
Improved Fast Healing: The vampire's fast healing improves by 5.
Improved Grip: The vampire gains improved grapple as a bonus feat.
Lieutenant: The vampire can choose to make a vampire he spawned his cohort as the leadership feat.The original vampire has complete control over the cohort vampire's actions. The vampire spawned must be weaker than the main vampire by at least one level or more, regardless of the vampire's leadership score. If the cohort vampire ever dies the original must wait a week before spawning another cohort. This trait can only be selected with the DM's explicit permission.
Overcome Weakness: The vampire can remove a single weakness that normally affects vampires (Such as their inability to enter private houses, their weakness to sunlight, or their vulnerability to fire)
Persuasive Glance: The dc of the Vampire's charm increases by 2 and it only takes a move action to activate.
Swift Flight: The vampire's gaseous form fly speed is increased to 40ft.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Diet Dependent: All vampires have an inescapable craving for blood (See Libris Mortis Pg 10). A vampire sates it's hunger for blood by using it's blood drain ability or drinking blood fresh blood (Fresh blood is blood drained within 3 days).
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Vampires abilities and skills varies depending on the vampire. When the vampire is first created the vampire may choose to select one of the following templates to increase its ability scores and gain select bonuses to skills. This decision can not be changed by any means.
Savage:
Increase from the base creature as follows: Str +6, Dex +4, Int -2, Wis -2, Cha +2. As an undead creature, a vampire has no Constitution score.
Skills: Savage Vampires have a +4 racial bonus on Listen, Intimidate, Survival, Hide, and Tumble. Otherwise same as the base creature.
Dark:
Increase from the base creature as follows: Str +2, Dex +4, Int +2 Wis -2. As an undead creature, a vampire has no Constitution score.
Dark Vampires have a +4 racial bonus on Disguise, Bluff, Hide, Move Silently, Listen, Spot, and Sense Motive. Otherwise same as the base creature.
Sagacious:
Increase from the base creature as follows: Str -2, Dex -2, Int +2, Wis +4, Cha +2. As an undead creature, a vampire has no Constitution score.
Sagacious Vampires have a +4 racial bonus on Concentration, Knowledge (Any One), Listen, Sense Motive, Search and Spot. Otherwise same as the base creature.
Persuasive:
Increase from the base creature as follows: Str -2, Dex +2, Int +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Persuasive Vampires have a +4 racial bonus on Bluff, Diplomacy, Hide, Intimidate, Gather Information, Move Silently, Sense Motive. Otherwise same as the base creature
Feats: Vampires gain Life Drain and Endure Sunlight as bonus feats
Level Adjustment: Same as the base creature +2
CR Adjustment: Same as the base creature +2
Vampire Weaknesses
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 of a good aligned god or goddess. 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 attack against the creature holding for the rest of the encounter. Holding a vampire at bay takes a standard action.
They are completely 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. They also are unable to enter any hallowed area without passing a will save (DC equal to the dc of the hallow spell) a failure meaning he can't reattempt the save or enter the area for another 24 hours.
Vampires despite being undead can still be critically hit by a holy or silver weapon. If the vampire acquires protection from critical hits from a source other than the undead template that protection protects agains crits from holy or silver weapons as well.
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 attack can slay vampires.
Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and it cannot use any of its supernatural abilities. After 2 consecutive rounds in sunlight without protection the vampire is destroyed.
If the vampire is slain by a critical hit by a silver or holy weapon or just reduced to 0 hp by holy water he is destroyed and does not go gaseous form.
Driving a wooden stake through a vampire’s heart instantly slays the monster. The vampire must be rendered helpless to stake it. 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).
Note on Vampire's Coffin's: A Vampire's coffin can be designated with an hour long ritual all vampires instinctively know which costs 1000gp of onyx gems. The coffin doesn't have to be an actual coffin and can instead be a bed, a small room or other similar object. The vampire does need to be able to sleep in or on the coffin though. If a Vampire's coffin is destroyed he can't designate another one for another month.
Vampire Spawn
Vampire Spawn are undead created draining bite of a Vampire. They have many abilities similar to a vampire but are overall quite weaker. Vampire spawns don't recall anything from their previous life and are fanatically devoted to the vampire that spawned them. However, If a vampire ever releases a Vampire Spawn the surge of free will tends to cause it to try and flee from it's previous master.
Medium Undead
HD 4d12+4 (30)
Speed 30 ft. (6 squares);
Init: +6
AC 15 (+3 Natural Armor, + 2 Dexterity); touch 12; flat-footed 13
BAB +2; Grp +9
Attack Claw +5 (1d6 + 3) or Bite +5 (1d6+3)
Full Attack: Two Claws +6 (1d6 + 3) and Bite +4 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Charm, Improved Grab, Gaseous Form
Special Qualities Darkvision 60ft, Fast Healing, Turn Resistance + 2, Damage Reduction 5/Silver or Magic
Saves Fort +1 Ref +4 Will +4
Abilities Str 16, Dex 14, Con -, Int 12, Wis 10, Cha 14
Skills Bluff +4, Diplomacy +6, Hide + 11, Move Silently +11, Spot +9, Sense Motive +9, Listen +9
Feats Improved Grapple (B), Multiattack, Improved Init
Environment Any
Organization Solitary or Pack (2-5)
Challenge Rating: 4
Treasure Standard
Alignment Usually Evil
Advancement by Class Level;
Level Adjustment -
Blood Drain (Ex):A vampire spawn 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 damage each round. On each successful grapple attack, the vampire heals 5 hit points, gaining any extra as temporary hit points.
Charm (Su): A vampire spawn can control an opponent’s will just by looking into 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 charm person spell (caster level 4) except the duration of the charm is one day. The ability has a range of 30 feet.
Improved Grab: (Ex) Whenever a vampire spawn hits a target of medium size or smaller with his bite attack he can make a grapple attempt as a free action that does not provoke attack of opportunities.
Damage Reduction (Su): A vampire spawn has damage reduction 5/silver or magic. A vampire spawn's natural weapons are treated as magic weapon for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire spawn heals a number of hit points equal to his charisma modifier (minimum 1) each round so long as it has at least 1 hit point. A vampire's fast healing can only heal him up to half his maximum hit points. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to the vampire spawn is negated. It must reach its coffin home within 1 hours or be utterly destroyed. (It can travel about 2.25 miles in 1 hours.) Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 day, then is no longer helpless and resumes healing at the rate of hit points equal to his charisma modifier per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 10 feet with perfect maneuverability.
Skills: Vampire spawn have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Weaknesses: Vampire spawns share the same weakness with vampires (See Above)
Vampire Lord Template:
http://i87.photobucket.com/albums/k140/MrCelsius/SpearVamp2.jpg
Image from http://i87.photobucket.com/albums/k140/MrCelsius/SpearVamp2.jpg
"I am darkness incarnate, the terror of the night. My hordes will drink you dry!" - Vampire Lord Villath
Vampire Lords
Vampires lords are dramatically more powerful vampires who often lead vast armies of servants at their beck and call. Vampires are often ancient beings, planning for the long term and living for several thousand years.
Vampire lords appear exactly as they did in life. Their feral traits from being a vampire are removed and they return to looking like a normal creature of their previous race. Of course, lack of blood flow, a heart beat, etc, can tip off a careful observer.
Vampire lords speak any languages they knew in life.
Creating a Vampire Lord
“Vampire Lord” is an acquired template that can be added to any vampire (referred to hereafter as the base vampire). In order to become a vampire lord the base vampire must be at least 100 years old, must of either killed the vampire that spawned him or helped to kill him and must be at least 10th level. A vampire lord uses all of the base vampire's statistics and special abilities, except as noted here. Furthermore, a vampire lord's alignment is automatically shifted to whatever his alignment was before becoming a vampire, unless the DM feels otherwise.
Size and Type: Same as base vampire
Hit Dice: Same as base vampire
Speed: Same as the base vampire. Plus the vampire lord can fly with a speed of double their base land speed with perfect maneuverability.
Armor Class: The base vampire natural armor bonus improves by +4.
Attack: Same as base vampire.
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ the vampire’s HD + the vampire’s Charisma modifier, unless noted otherwise.
Blood Drain (Ex): As base vampire except for each round the pin is maintained the vampire lord drains 1d4+2 con drain. If the base vampire has improved blood drain then he drains 2d4+1 con drain each round.
Improved Grab: To use this ability, the vampire lord must hit with his bite attack. It can then attempt to start a grapple as a free action with a +6 bonus without provoking an attack of opportunity. If the vampire succeeds on the grapple he can make an additional grapple check as a free action, if he succeeds on the second grapple immediately drains blood.
Domination (Su): A vampire lord can control an opponent’s will much stronger than a regular vampire. This ability works as the base vampire's charm except that it can affect anyone who can hear the vampire and it duplicates dominate person instead of charm person. The vampire lord can only have a number of creatures dominated equal to his charisma modifier. Any further are charmed as charm person instead of dominated.
Create Spawn (Su): As the base vampire except as follows. A vampire lord can automatically control one vampire that it spawns as a cohort. This vampire must be at least one level lower than the lord to become a cohort. This cohort vampire is treated as fanatic towards the vampire lord. The vampire lord can choose to release this vampire to treat a newly spawned vampire as its new cohort. If the base vampire has the Lieutenant trait then the vampire lord can have two cohorts.
In addition, Vampire spawns gain an additional four racial HD when created by a vampire lord. Any new feats or ability score adjustments can be chosen by the vampire lord. When the vampire lord reaches 16 HD and every five HD after that, the vampire spawns gain an additional four HD.
At any given time a vampire lord cannot have enslaved vampire spawn totaling no more than half its own Hit Dice plus its charisma modifier; any spawn it creates that would exceed this limit are created as free-willed vampire spawn. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, vampire spawn cannot be enslaved again.
Special Qualities: A vampire retains all of the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form
Damage Reduction (Su): A vampire has damage reduction 15/silver and magic. A vampire’s natural weapons are treated as magic weapon for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire lord heals a number of hit points equal to double his charisma modifier 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. Any additional damage dealt to the vampire is negated. It must reach a place of rest within 4 hours or be utterly destroyed. A location of rest is simply a location with soil from his place of birth. Once a location is reach, a vampire resumes corporeal form and is helpless. It regains 1 hit point after 1 hour of complete rest, then is no longer helpless and resumes healing due to his fast healing.
Gaseous Form (Su): As the base vampire except it has a move speed of 30ft (60ft if the base vampire has the swift flight trait) and the gaseous form is now pitch black.
Shadow Mist: A vampire lord secretes a black mist that covers an area 30ft radius around him which follows him around as he moves. Creatures in this mist take a -2 penalty on necromancy spells and effects and on the vampire lord's supernatural abilities. This mist is very thin and does not hamper visibility, however a vampire in gaseous form can make hide checks in this mist. In addition, this mist suppresses light spells of 6th level and lower automatically. Undead in the mist are protected from the penalties of natural sunlight. A light spell of 7th level or higher suppresses the mist. Activating or suppressing the mist is a standard action.
Shadow Telekinesis (Su): The vampire lord gains telekinesis as a supernatural ability usable at will at a caster level equal to his HD. However, this telekinesis can only be used on enemies within his shadow mist ability. In addition, if used to grapple an enemy that enemy must make a fort save each round he is grappled or take half the con drain he would if the vampire lord had pinned him. This ability can inflict negative levels this way and sates the vampire lord's thirst for blood if the vampire lord drains enough con.
Blood Link: A vampire lord is a hunter and its prey has a very difficult time escaping. If a vampire lord drains blood from a subject the vampire lord knows the exact location of the subject for a day. As a standard action he can switch his perspective from his own to the subjects, hearing and seeing everything the subject does. The vampire lord can track a subject this way if he has drained blood from the subject in the past day.
Vulnerability: As the base vampire except a vampire lord is no longer vulnerable to fire.
Vampire Lord Trait: Vampire lords vary from each other. When the vampire is first created he may chose two of the following abilities. This decision can not be changed by any means.
Greater Shadow Mist: The vampire lord's shadow mist now covers an area of 60 in radius and it only takes a swift action to activate or suppress it. In addition, the vampire lord can now control the area of the mist as a free action once per round, adjusting the mist's area into any form that has the same area. The vampire lord must be in at least one square of this new area.
Greater Spawns: All vampire spawns created by the vampire lord gain an addition 2 racial HD and the vampire lord can select feats, skills or new ability score increases as he wishes. In addition, the vampire spawns gain an additional +4 strength and dexterity. This trait can be selected twice for a +8 bonus to strength and dexterity and for four extra HD.
Shadow Form: Activating the vampire lord's gaseous form ability now only takes a swift action and dismissing it is a move action. In addition, the vampire lord gains a +4 bonus on hide checks while in gaseous form.
Profane Resistance: The vampire gains a profane bonus to saving throws equal to his charisma modifier.
Deathly Grip: When using shadow telekinesis to grapple an opponent the fort save only halves the damage that they would take instead of negating it. As well shadow telekinesis negates any non epic immunity to grappling effect or ability on the subject.
Skillful: The vampire lord gains gains an additional skill point per level (Retroactively for past levels) and may select two skills. These two skills gain a +8 racial bonus.
Turn Immunity: The vampire lord gains a +3 bonus on will saving throws and gains immunity to turn and rebuke undead.
Spell Lord: The vampire lord gains +2 caster level and gains the following spells as spell like abilities usable at will: Ray of Enfeeblement, Burning Blood, Black Light, Armor of Darkness. With a caster level equal to the vampire lord's HD (With a +2 from this trait).
Unholy Toughness: The vampire lord may now use half of his charisma modifier in place of his Constitution modifier to determine his hit points
Lesser Traits: The vampire lord may select two vampire traits from the vampire template.
Turn Resistance (Ex): As the base vampire +6 turn resistance.
Abilities: Vampire lord's abilities and skills varies depending on what type of vampire it once was. The vampire lord gains the same type as it chose when it was a vampire, thus a savage vampire is a savage vampire lord, etc.
Savage Lord:
Increase from the base creature as follows: Str +4, Dex +2, Cha +2. As an undead creature, a vampire has no Constitution score.
Skills: Savage Vampires have a +8 racial bonus on Listen, Intimidate, Survival, Hide, Move Silently, and Tumble. Otherwise same as the base creature.
Dark Lord:
Increase from the base creature as follows: Str +2, Dex +2, Int +2 Cha +2. As an undead creature, a vampire has no Constitution score.
Dark Vampires have a +8 racial bonus on Disguise, Bluff, Hide, Move Silently, Listen, Spot, and Sense Motive. Otherwise same as the base creature.
Sagacious Lord:
Increase from the base creature as follows: Str+2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Sagacious Vampires have a +8 racial bonus on Concentration, Knowledge (Same what the sagacious base vampire chose), Listen, Sense Motive, Search and Spot. Otherwise same as the base creature.
Persuasive Lord:
Increase from the base creature as follows: Dex +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Persuasive Vampires have a +8 racial bonus on Bluff, Diplomacy, Hide, Intimidate, Gather Information, Move Silently, Sense Motive. Otherwise same as the base creature
Feats: Vampire Lords gain Necromantic Presence (LM), Necromantic Might (LM), and Life Sense (LM) as bonus feats
Level Adjustment: Same as the base creature +3
CR Adjustment: Same as the base creature +2
Vampire Weaknesses
Vampire Lords have much fewer weaknesses then regular vampires.
Vampire lords cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol has no effect. They have no fear of mirrors, and they cast reflections as living beings do.
A vampire lord may now enter a home or other building without being invited in by someone with the authority to do so. They still are unable to enter any hallowed area without passing a will save (DC equal to the dc of the hallow spell) a failure meaning he can't reattempt the save or enter the area for another 24 hours.
A vampire lord is more resistant than normal vampires against sunlight. The vampire lord's endure sunlight feat now allows it to resist the sun for one minute per charisma modifier instead of one round per charisma modifier. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.
A vampire lord is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass the creature's damage reduction.
The only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest.
A vampire lord is not automatically destroyed by a critical hit by a silver or holy weapon and he becomes gaseous as normal.
Sanguine Wraith:
http://tuckthatinson.files.wordpress.com/2009/11/file.jpg
"Pain and suffering is all that awaits you in this dark pit!." - Kyngos a Sanguine Wraith upon meeting a sworn enemy
Sanguine Wraith
Sanguine Wraith are vampires whose bodies either gave way or who underwent a ritual to sacrifice their bodies. They are incorporeal specters who retain almost all of their vampire powers but also gain several more based on their now spectral bodies. Sanguine Wraiths who lose their body due to their body giving way often spend months in isolated areas starving for blood, eventually their spirit gives way and tries to break free from their body and thus their hunger. They still have a craving for blood but it no longer is crippling if they are denied it. Those who undergo the ritual to become Sanguine Wraiths do so out of a desire for more power and are often Vampire Lords bored of conquest or who need more strength to overpower newfound rivals or heroes opposing them.
Sanguine Wraiths look simply like spectral versions of how they looked as vampires. They often have a blood soaked aura surrounding them, a fine red mist that hovers near their skin. A Vampire Lord Sanguine Wraith is referred to as an Emperor Sanguine Wraith and they are distinguished by a swirling ring of spectral blood circling their head like a morbid halo.
Creating a Sanguine Wraith
“Sanguine Wraith” is an acquired template that can be added to any Vampire or Vampire lord hereafter referred to as the base vampire.
Size and Type: The creature’s type is unchanged. Do not recalculate base attack bonus, saves, or skill points. However, the base vampire now becomes incorporeal.
Speed: The base vampire now gains a fly speed equal to double his previous fastest base move speed with a perfect maneuverability
Armor Class: The base creature loses any natural armor bonus and now gains a deflection bonus equal to his charisma modifier due to his incorporeal nature. However whenever he uses his shadow form ability (See below) he regains his previous natural armor.
Attack: A Sanguine Wraith retains all the previous natural weapons he had. However, they now deal profane damage, only require an incorporeal melee touch attack to hit. However, they no longer gain strength to damage as the Sanguine Wraith loses his strength score. They now use the Sanguine Wraith's dexterity modifier as a bonus to hit.
Special Attacks: A Sanguine Wraith retains all the special attacks of the base vampire and gains those described below. Saves have a DC of 10 + ½ the Sanguine Wraith HD + the Sanguine Wraith Charisma modifier, unless noted otherwise.
Blood Drain (Ex): This replaces the vampire ability of the same name. A Sanguine Wraith obviously would no longer restrict itself to physical contact to drain its desired substance. For every round a target is spent being grappled by the Sanguine Wraith's telekinesis ability (See below) they are have their blood drained exactly as if they had been pinned one round in their previous form. (Thus a normal vampire would drain 1d4 con damage every round a subject is grappled, if it had the Improved Blood Drain trait it would drain 1d4+1 con drain, etc).
Create Spawn (Su): As the base Vampire except occasionally (On the DM's whim) a creature with 5 or more HD may spawn as a vampire and then within an hour of existing immediately gain the Sanguine Wraith template. Those that gain the Sanguine Wraith template immediately have their attitude towards the spawning Sanguine Wraith decrease by one step as a surge or jealousy and pride seeps into them by the transformation.
Telekinesis (Su): A Sanguine Wraith gains a similar ability to a ghost and gains telekinesis as a supernatural ability usable at will once every 1d4 rounds. The caster level is equal to his HD. If the Sanguine Wraith was previously a vampire lord this ability no longer has any cool down.
Aura of Hunger (Su): A Sanguine Wraith's desire for sustenance is overwhelming and manifests as an aura of growing hunger. A Sanguine Wraith no longer needs blood to sustain its form despite its hunger for it. Truly a Sanguine Wraith needs magic to survive and it survives by ripping off magic from its surroundings and creatures near it. A Sanguine Wraith gains a 40ft radius of hunger which drains opponents in the area. Each round in the aura a targeted creature has one random ongoing spell effect affecting the creature dispelled. The Sanguine Wraith may specify a particular effect if he is aware of it but if the Sanguine Wraith is mislead than the aura attempts to dispel the effect but fails to dispel anything on that particular creature for that round. If a creature targeted has no ongoing spell effects than the subject must make a fort save or take 1 point of con damage and become fatigued.
Special Qualities: A vampire retains all of the special qualities of the base creature and gains those described below.
Shadow Form (Ex): A Sanguine Wraith can transform into corporeal versions of any creature it could normally transform into with its alternate form ability granted by the vampire or vampire lord template. While in any corporeal form his strength score is now equal to his charisma score. A Sanguine Wraith automatically turns into a corporeal form of his base form when within the area of an antimagic field.
Gaseous Form (Su): As a standard vampire. However, due to familiarity with movement while in a state similar to gaseous form the Sanguine Wraith's normal flight speed is retained.
Unholy Endurance (Ex): The Sanguine Wraith gains one third of his charisma modifier (Rounded up) as a bonus to all of his saving throws. As well as gaining one third of his charisma modifier added to his maximum HP for each HD he possesses.
Vulnerability: A Sanguine Wraith is vulnerable to turning and has a -2 on his turn resistance as a result. In addition he has vulnerability to force damage.
Spectral Trait: Sanguine Wraith vary from each other. When the Sanguine Wraith is first created he may chose one of the following abilities. This decision can not be changed by any means.
Mass Telekinesis: While using the grapple version of his telekinesis supernatural ability a Sanguine Wraith can target up to 5 different creatures with it. If they are grappled they can all be subject to the Sanguine Wraith's blood drain ability
Regenerating Wraith: The Sanguine Wraith's fast healing doubles.
Overcome Weakness: The Sanguine Wraith can remove a single weakness that normally affects Sanguine Wraith's or Vampires (Such as their inability to enter private houses, their weakness to sunlight, or their vulnerability to fire)
Greater Hunger Aura: Regardless if a creature in the aura has an ongoing spell effect or not it must make a fort save or take con damage and become fatigued.
Controlled Hunger: The Sanguine Wraith no longer has any inescapable cravings and is no longer diet dependent on anything. The Sanguine Wraith has controlled its hunger and has mastered it.
Greater Endurance: The Sanguine Wraith's Unholy Endurance ability now uses one half of the Sanguine Wraith's charisma modifier to determine its bonuses.
Diet Dependent: A Sanguine Wraith no longer is diet dependent on blood and no longer has an inescapable craving for negative levels. It does however, now gain an inescapable craving for blood and is now diet dependent on magical energy (Which it satisfies using its Blood Aura. It must drain at least 5 levels in spells each day)
Abilities: Increase from the base vampire as follows: Dex +4, Int +4, Cha +4. As an undead creature, a Sanguine Wraith has no Constitution score and as an incorporeal creature it has no Strength Score.
Level Adjustment: Same as the base creature +2
CR Adjustment: Same as the base creature +2
Vampire Template and Vampire Spawn:
http://www.toplessrobot.com/strahd.jpg
"Your blood will flow!." - Prince Keleseth
Vampires
Vampires are reanimated corpses that stalk creatures in the night searching for blood to drain. Hunters, tacticians and masterminds, Vampires are dangerous enemies to have and fearsome opponents.
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 Template
Creating a Vampire
“Vampire” is an acquired template that can be added to any living creature with blood coursing through its body (referred to hereafter as the base creature). A vampire uses all of the base creature’s statistics and special abilities, except as noted here. Furthermore, a vampire’s alignment is automatically shifted to evil (LE, NE, or CE). In rare cases the DM may rule that the vampire does not shift alignments.
Size and Type: The creature’s type changes to undead. 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.
Armor Class: The base creature’s natural armor bonus improves by +2.
Attack: A vampire retains all the attacks of the base creature and also gains a bite and two claw attacks if it didn’t already have them. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapon retains those natural weapons. A vampire fighting without weapons uses either its bite and claw attacks or its primary natural weapon (if it has any). A vampire armed with a weapon uses its bite and claws or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses its bite and two claws to attack. If armed with a weapon, it chooses whether to use the weapon or use its natural attacks.
{table=head]Size|Bite Damage|Claw Damage
Fine|1|-
Diminutive|1d2|1
Tiny|1d3|1d2
Small|1d4|1d3
Medium|1d6|1d4
Large|1d8|1d6
Huge|2d6|1d8
Gargantuan|2d8|2d6
Colossal|4d6|2d8[/table]
Damage: Vampires have bite and claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table 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, whichever is better.
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ the vampire’s HD + the vampire’s Charisma modifier, unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a pinned living victim with its fangs. Successfully dealing at least 5 points of Constitution drain satiates the vampire’s thirst for blood.
If it pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained. On each successful grapple attack, the vampire heals 5 hit points, gaining any extra as temporary hit points. For every 4 points of constitution damage he inflicts one negative level on the subject. Each negative level grants the vampire 5 temporary hit points.
To use this ability, the vampire must hit with his bite attack. It can then attempt to start a grapple as a free action with a +4 bonus without provoking an attack of opportunity. If the vampire succeeds on the grapple he can make an additional grapple check as a free action, if he succeeds on the second grapple immediately drains blood.
Charm (Su): A vampire can control an opponent’s will just by looking into 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 charm person spell (caster level equal to the Vampire's HD) except the duration of the charm is one day. The ability has a range of 30 feet. The DC for this ability is 10+ the vampire's charisma modifier.
Create Spawn (Su): If the vampire drains the victim’s Constitution to 0 or lower or if the vampire kills a subject with negative levels from his drain attack, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. Vampire Spawn are under the direct control of a vampire. The vampire rises after a single day of being dead. Vampires created through this ability always have free will. However, their attitude shifts one step further towards fanatic to the vampire and his direct allies to a minimum of friendly to the vampire and indifferent to his direct allies. Afterwords the vampire can have his attitude adjusted based on the vampire's actions just like normal.
At any given time a vampire cannot have enslaved vampire spawn totaling no more than its charisma modifier (Minimum 1); any spawn it creates that would exceed this limit are created as free-willed vampire spawn. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, vampire spawn cannot be enslaved again.
Special Qualities: A vampire retains all of the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the vampire loses its natural bite attack and charm 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 a number of hit points equal to his charisma modifier each round so long as it has at least 1 hit point. A vampire's fast healing can only heal him up to half his maximum hit points. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to the vampire is negated. It must reach its coffin home within 1 hours or be utterly destroyed. (It can travel up to about 2.5 miles in 1 hours.) Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 day of complete rest, then is no longer helpless and resumes healing at the rate of a number of hit points equal to his charisma modifier per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 10 feet with perfect maneuverability.
Vulnerability: A vampire is vulnerable to fire damage, silver and holy weapons and holy water. Fire damage and damage from silver or holy weapons deals 1.5 times normal damage to a vampire. While holy water deals double damage.
Vampire Trait: Vampires vary from each other. When the vampire is first created he may chose one of the following abilities. This decision can not be changed by any means.
Improved Blood Drain: The Vampire deals 1d4+1 con drain each round in a grapple instead of 1d4 con damage.
Improved Fast Healing: The vampire's fast healing improves by 5.
Improved Grip: The vampire gains improved grapple as a bonus feat.
Lieutenant: The vampire can choose to make a vampire he spawned his cohort as the leadership feat.The original vampire has complete control over the cohort vampire's actions. The vampire spawned must be weaker than the main vampire by at least one level or more, regardless of the vampire's leadership score. If the cohort vampire ever dies the original must wait a week before spawning another cohort. This trait can only be selected with the DM's explicit permission.
Overcome Weakness: The vampire can remove a single weakness that normally affects vampires (Such as their inability to enter private houses, their weakness to sunlight, or their vulnerability to fire)
Persuasive Glance: The dc of the Vampire's charm increases by 2 and it only takes a move action to activate.
Swift Flight: The vampire's gaseous form fly speed is increased to 40ft.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Diet Dependent: All vampires have an inescapable craving for blood (See Libris Mortis Pg 10). A vampire sates it's hunger for blood by using it's blood drain ability or drinking blood fresh blood (Fresh blood is blood drained within 3 days).
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Vampires abilities and skills varies depending on the vampire. When the vampire is first created the vampire may choose to select one of the following templates to increase its ability scores and gain select bonuses to skills. This decision can not be changed by any means.
Savage:
Increase from the base creature as follows: Str +6, Dex +4, Int -2, Wis -2, Cha +2. As an undead creature, a vampire has no Constitution score.
Skills: Savage Vampires have a +4 racial bonus on Listen, Intimidate, Survival, Hide, and Tumble. Otherwise same as the base creature.
Dark:
Increase from the base creature as follows: Str +2, Dex +4, Int +2 Wis -2. As an undead creature, a vampire has no Constitution score.
Dark Vampires have a +4 racial bonus on Disguise, Bluff, Hide, Move Silently, Listen, Spot, and Sense Motive. Otherwise same as the base creature.
Sagacious:
Increase from the base creature as follows: Str -2, Dex -2, Int +2, Wis +4, Cha +2. As an undead creature, a vampire has no Constitution score.
Sagacious Vampires have a +4 racial bonus on Concentration, Knowledge (Any One), Listen, Sense Motive, Search and Spot. Otherwise same as the base creature.
Persuasive:
Increase from the base creature as follows: Str -2, Dex +2, Int +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Persuasive Vampires have a +4 racial bonus on Bluff, Diplomacy, Hide, Intimidate, Gather Information, Move Silently, Sense Motive. Otherwise same as the base creature
Feats: Vampires gain Life Drain and Endure Sunlight as bonus feats
Level Adjustment: Same as the base creature +2
CR Adjustment: Same as the base creature +2
Vampire Weaknesses
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 of a good aligned god or goddess. 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 attack against the creature holding for the rest of the encounter. Holding a vampire at bay takes a standard action.
They are completely 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. They also are unable to enter any hallowed area without passing a will save (DC equal to the dc of the hallow spell) a failure meaning he can't reattempt the save or enter the area for another 24 hours.
Vampires despite being undead can still be critically hit by a holy or silver weapon. If the vampire acquires protection from critical hits from a source other than the undead template that protection protects agains crits from holy or silver weapons as well.
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 attack can slay vampires.
Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and it cannot use any of its supernatural abilities. After 2 consecutive rounds in sunlight without protection the vampire is destroyed.
If the vampire is slain by a critical hit by a silver or holy weapon or just reduced to 0 hp by holy water he is destroyed and does not go gaseous form.
Driving a wooden stake through a vampire’s heart instantly slays the monster. The vampire must be rendered helpless to stake it. 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).
Note on Vampire's Coffin's: A Vampire's coffin can be designated with an hour long ritual all vampires instinctively know which costs 1000gp of onyx gems. The coffin doesn't have to be an actual coffin and can instead be a bed, a small room or other similar object. The vampire does need to be able to sleep in or on the coffin though. If a Vampire's coffin is destroyed he can't designate another one for another month.
Vampire Spawn
Vampire Spawn are undead created draining bite of a Vampire. They have many abilities similar to a vampire but are overall quite weaker. Vampire spawns don't recall anything from their previous life and are fanatically devoted to the vampire that spawned them. However, If a vampire ever releases a Vampire Spawn the surge of free will tends to cause it to try and flee from it's previous master.
Medium Undead
HD 4d12+4 (30)
Speed 30 ft. (6 squares);
Init: +6
AC 15 (+3 Natural Armor, + 2 Dexterity); touch 12; flat-footed 13
BAB +2; Grp +9
Attack Claw +5 (1d6 + 3) or Bite +5 (1d6+3)
Full Attack: Two Claws +6 (1d6 + 3) and Bite +4 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Charm, Improved Grab, Gaseous Form
Special Qualities Darkvision 60ft, Fast Healing, Turn Resistance + 2, Damage Reduction 5/Silver or Magic
Saves Fort +1 Ref +4 Will +4
Abilities Str 16, Dex 14, Con -, Int 12, Wis 10, Cha 14
Skills Bluff +4, Diplomacy +6, Hide + 11, Move Silently +11, Spot +9, Sense Motive +9, Listen +9
Feats Improved Grapple (B), Multiattack, Improved Init
Environment Any
Organization Solitary or Pack (2-5)
Challenge Rating: 4
Treasure Standard
Alignment Usually Evil
Advancement by Class Level;
Level Adjustment -
Blood Drain (Ex):A vampire spawn 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 damage each round. On each successful grapple attack, the vampire heals 5 hit points, gaining any extra as temporary hit points.
Charm (Su): A vampire spawn can control an opponent’s will just by looking into 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 charm person spell (caster level 4) except the duration of the charm is one day. The ability has a range of 30 feet.
Improved Grab: (Ex) Whenever a vampire spawn hits a target of medium size or smaller with his bite attack he can make a grapple attempt as a free action that does not provoke attack of opportunities.
Damage Reduction (Su): A vampire spawn has damage reduction 5/silver or magic. A vampire spawn's natural weapons are treated as magic weapon for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire spawn heals a number of hit points equal to his charisma modifier (minimum 1) each round so long as it has at least 1 hit point. A vampire's fast healing can only heal him up to half his maximum hit points. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to the vampire spawn is negated. It must reach its coffin home within 1 hours or be utterly destroyed. (It can travel about 2.25 miles in 1 hours.) Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 day, then is no longer helpless and resumes healing at the rate of hit points equal to his charisma modifier per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 10 feet with perfect maneuverability.
Skills: Vampire spawn have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Weaknesses: Vampire spawns share the same weakness with vampires (See Above)
Vampire Lord Template:
http://i87.photobucket.com/albums/k140/MrCelsius/SpearVamp2.jpg
Image from http://i87.photobucket.com/albums/k140/MrCelsius/SpearVamp2.jpg
"I am darkness incarnate, the terror of the night. My hordes will drink you dry!" - Vampire Lord Villath
Vampire Lords
Vampires lords are dramatically more powerful vampires who often lead vast armies of servants at their beck and call. Vampires are often ancient beings, planning for the long term and living for several thousand years.
Vampire lords appear exactly as they did in life. Their feral traits from being a vampire are removed and they return to looking like a normal creature of their previous race. Of course, lack of blood flow, a heart beat, etc, can tip off a careful observer.
Vampire lords speak any languages they knew in life.
Creating a Vampire Lord
“Vampire Lord” is an acquired template that can be added to any vampire (referred to hereafter as the base vampire). In order to become a vampire lord the base vampire must be at least 100 years old, must of either killed the vampire that spawned him or helped to kill him and must be at least 10th level. A vampire lord uses all of the base vampire's statistics and special abilities, except as noted here. Furthermore, a vampire lord's alignment is automatically shifted to whatever his alignment was before becoming a vampire, unless the DM feels otherwise.
Size and Type: Same as base vampire
Hit Dice: Same as base vampire
Speed: Same as the base vampire. Plus the vampire lord can fly with a speed of double their base land speed with perfect maneuverability.
Armor Class: The base vampire natural armor bonus improves by +4.
Attack: Same as base vampire.
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ the vampire’s HD + the vampire’s Charisma modifier, unless noted otherwise.
Blood Drain (Ex): As base vampire except for each round the pin is maintained the vampire lord drains 1d4+2 con drain. If the base vampire has improved blood drain then he drains 2d4+1 con drain each round.
Improved Grab: To use this ability, the vampire lord must hit with his bite attack. It can then attempt to start a grapple as a free action with a +6 bonus without provoking an attack of opportunity. If the vampire succeeds on the grapple he can make an additional grapple check as a free action, if he succeeds on the second grapple immediately drains blood.
Domination (Su): A vampire lord can control an opponent’s will much stronger than a regular vampire. This ability works as the base vampire's charm except that it can affect anyone who can hear the vampire and it duplicates dominate person instead of charm person. The vampire lord can only have a number of creatures dominated equal to his charisma modifier. Any further are charmed as charm person instead of dominated.
Create Spawn (Su): As the base vampire except as follows. A vampire lord can automatically control one vampire that it spawns as a cohort. This vampire must be at least one level lower than the lord to become a cohort. This cohort vampire is treated as fanatic towards the vampire lord. The vampire lord can choose to release this vampire to treat a newly spawned vampire as its new cohort. If the base vampire has the Lieutenant trait then the vampire lord can have two cohorts.
In addition, Vampire spawns gain an additional four racial HD when created by a vampire lord. Any new feats or ability score adjustments can be chosen by the vampire lord. When the vampire lord reaches 16 HD and every five HD after that, the vampire spawns gain an additional four HD.
At any given time a vampire lord cannot have enslaved vampire spawn totaling no more than half its own Hit Dice plus its charisma modifier; any spawn it creates that would exceed this limit are created as free-willed vampire spawn. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, vampire spawn cannot be enslaved again.
Special Qualities: A vampire retains all of the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form
Damage Reduction (Su): A vampire has damage reduction 15/silver and magic. A vampire’s natural weapons are treated as magic weapon for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire lord heals a number of hit points equal to double his charisma modifier 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. Any additional damage dealt to the vampire is negated. It must reach a place of rest within 4 hours or be utterly destroyed. A location of rest is simply a location with soil from his place of birth. Once a location is reach, a vampire resumes corporeal form and is helpless. It regains 1 hit point after 1 hour of complete rest, then is no longer helpless and resumes healing due to his fast healing.
Gaseous Form (Su): As the base vampire except it has a move speed of 30ft (60ft if the base vampire has the swift flight trait) and the gaseous form is now pitch black.
Shadow Mist: A vampire lord secretes a black mist that covers an area 30ft radius around him which follows him around as he moves. Creatures in this mist take a -2 penalty on necromancy spells and effects and on the vampire lord's supernatural abilities. This mist is very thin and does not hamper visibility, however a vampire in gaseous form can make hide checks in this mist. In addition, this mist suppresses light spells of 6th level and lower automatically. Undead in the mist are protected from the penalties of natural sunlight. A light spell of 7th level or higher suppresses the mist. Activating or suppressing the mist is a standard action.
Shadow Telekinesis (Su): The vampire lord gains telekinesis as a supernatural ability usable at will at a caster level equal to his HD. However, this telekinesis can only be used on enemies within his shadow mist ability. In addition, if used to grapple an enemy that enemy must make a fort save each round he is grappled or take half the con drain he would if the vampire lord had pinned him. This ability can inflict negative levels this way and sates the vampire lord's thirst for blood if the vampire lord drains enough con.
Blood Link: A vampire lord is a hunter and its prey has a very difficult time escaping. If a vampire lord drains blood from a subject the vampire lord knows the exact location of the subject for a day. As a standard action he can switch his perspective from his own to the subjects, hearing and seeing everything the subject does. The vampire lord can track a subject this way if he has drained blood from the subject in the past day.
Vulnerability: As the base vampire except a vampire lord is no longer vulnerable to fire.
Vampire Lord Trait: Vampire lords vary from each other. When the vampire is first created he may chose two of the following abilities. This decision can not be changed by any means.
Greater Shadow Mist: The vampire lord's shadow mist now covers an area of 60 in radius and it only takes a swift action to activate or suppress it. In addition, the vampire lord can now control the area of the mist as a free action once per round, adjusting the mist's area into any form that has the same area. The vampire lord must be in at least one square of this new area.
Greater Spawns: All vampire spawns created by the vampire lord gain an addition 2 racial HD and the vampire lord can select feats, skills or new ability score increases as he wishes. In addition, the vampire spawns gain an additional +4 strength and dexterity. This trait can be selected twice for a +8 bonus to strength and dexterity and for four extra HD.
Shadow Form: Activating the vampire lord's gaseous form ability now only takes a swift action and dismissing it is a move action. In addition, the vampire lord gains a +4 bonus on hide checks while in gaseous form.
Profane Resistance: The vampire gains a profane bonus to saving throws equal to his charisma modifier.
Deathly Grip: When using shadow telekinesis to grapple an opponent the fort save only halves the damage that they would take instead of negating it. As well shadow telekinesis negates any non epic immunity to grappling effect or ability on the subject.
Skillful: The vampire lord gains gains an additional skill point per level (Retroactively for past levels) and may select two skills. These two skills gain a +8 racial bonus.
Turn Immunity: The vampire lord gains a +3 bonus on will saving throws and gains immunity to turn and rebuke undead.
Spell Lord: The vampire lord gains +2 caster level and gains the following spells as spell like abilities usable at will: Ray of Enfeeblement, Burning Blood, Black Light, Armor of Darkness. With a caster level equal to the vampire lord's HD (With a +2 from this trait).
Unholy Toughness: The vampire lord may now use half of his charisma modifier in place of his Constitution modifier to determine his hit points
Lesser Traits: The vampire lord may select two vampire traits from the vampire template.
Turn Resistance (Ex): As the base vampire +6 turn resistance.
Abilities: Vampire lord's abilities and skills varies depending on what type of vampire it once was. The vampire lord gains the same type as it chose when it was a vampire, thus a savage vampire is a savage vampire lord, etc.
Savage Lord:
Increase from the base creature as follows: Str +4, Dex +2, Cha +2. As an undead creature, a vampire has no Constitution score.
Skills: Savage Vampires have a +8 racial bonus on Listen, Intimidate, Survival, Hide, Move Silently, and Tumble. Otherwise same as the base creature.
Dark Lord:
Increase from the base creature as follows: Str +2, Dex +2, Int +2 Cha +2. As an undead creature, a vampire has no Constitution score.
Dark Vampires have a +8 racial bonus on Disguise, Bluff, Hide, Move Silently, Listen, Spot, and Sense Motive. Otherwise same as the base creature.
Sagacious Lord:
Increase from the base creature as follows: Str+2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Sagacious Vampires have a +8 racial bonus on Concentration, Knowledge (Same what the sagacious base vampire chose), Listen, Sense Motive, Search and Spot. Otherwise same as the base creature.
Persuasive Lord:
Increase from the base creature as follows: Dex +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Persuasive Vampires have a +8 racial bonus on Bluff, Diplomacy, Hide, Intimidate, Gather Information, Move Silently, Sense Motive. Otherwise same as the base creature
Feats: Vampire Lords gain Necromantic Presence (LM), Necromantic Might (LM), and Life Sense (LM) as bonus feats
Level Adjustment: Same as the base creature +3
CR Adjustment: Same as the base creature +2
Vampire Weaknesses
Vampire Lords have much fewer weaknesses then regular vampires.
Vampire lords cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol has no effect. They have no fear of mirrors, and they cast reflections as living beings do.
A vampire lord may now enter a home or other building without being invited in by someone with the authority to do so. They still are unable to enter any hallowed area without passing a will save (DC equal to the dc of the hallow spell) a failure meaning he can't reattempt the save or enter the area for another 24 hours.
A vampire lord is more resistant than normal vampires against sunlight. The vampire lord's endure sunlight feat now allows it to resist the sun for one minute per charisma modifier instead of one round per charisma modifier. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.
A vampire lord is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass the creature's damage reduction.
The only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest.
A vampire lord is not automatically destroyed by a critical hit by a silver or holy weapon and he becomes gaseous as normal.
Sanguine Wraith:
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"Pain and suffering is all that awaits you in this dark pit!." - Kyngos a Sanguine Wraith upon meeting a sworn enemy
Sanguine Wraith
Sanguine Wraith are vampires whose bodies either gave way or who underwent a ritual to sacrifice their bodies. They are incorporeal specters who retain almost all of their vampire powers but also gain several more based on their now spectral bodies. Sanguine Wraiths who lose their body due to their body giving way often spend months in isolated areas starving for blood, eventually their spirit gives way and tries to break free from their body and thus their hunger. They still have a craving for blood but it no longer is crippling if they are denied it. Those who undergo the ritual to become Sanguine Wraiths do so out of a desire for more power and are often Vampire Lords bored of conquest or who need more strength to overpower newfound rivals or heroes opposing them.
Sanguine Wraiths look simply like spectral versions of how they looked as vampires. They often have a blood soaked aura surrounding them, a fine red mist that hovers near their skin. A Vampire Lord Sanguine Wraith is referred to as an Emperor Sanguine Wraith and they are distinguished by a swirling ring of spectral blood circling their head like a morbid halo.
Creating a Sanguine Wraith
“Sanguine Wraith” is an acquired template that can be added to any Vampire or Vampire lord hereafter referred to as the base vampire.
Size and Type: The creature’s type is unchanged. Do not recalculate base attack bonus, saves, or skill points. However, the base vampire now becomes incorporeal.
Speed: The base vampire now gains a fly speed equal to double his previous fastest base move speed with a perfect maneuverability
Armor Class: The base creature loses any natural armor bonus and now gains a deflection bonus equal to his charisma modifier due to his incorporeal nature. However whenever he uses his shadow form ability (See below) he regains his previous natural armor.
Attack: A Sanguine Wraith retains all the previous natural weapons he had. However, they now deal profane damage, only require an incorporeal melee touch attack to hit. However, they no longer gain strength to damage as the Sanguine Wraith loses his strength score. They now use the Sanguine Wraith's dexterity modifier as a bonus to hit.
Special Attacks: A Sanguine Wraith retains all the special attacks of the base vampire and gains those described below. Saves have a DC of 10 + ½ the Sanguine Wraith HD + the Sanguine Wraith Charisma modifier, unless noted otherwise.
Blood Drain (Ex): This replaces the vampire ability of the same name. A Sanguine Wraith obviously would no longer restrict itself to physical contact to drain its desired substance. For every round a target is spent being grappled by the Sanguine Wraith's telekinesis ability (See below) they are have their blood drained exactly as if they had been pinned one round in their previous form. (Thus a normal vampire would drain 1d4 con damage every round a subject is grappled, if it had the Improved Blood Drain trait it would drain 1d4+1 con drain, etc).
Create Spawn (Su): As the base Vampire except occasionally (On the DM's whim) a creature with 5 or more HD may spawn as a vampire and then within an hour of existing immediately gain the Sanguine Wraith template. Those that gain the Sanguine Wraith template immediately have their attitude towards the spawning Sanguine Wraith decrease by one step as a surge or jealousy and pride seeps into them by the transformation.
Telekinesis (Su): A Sanguine Wraith gains a similar ability to a ghost and gains telekinesis as a supernatural ability usable at will once every 1d4 rounds. The caster level is equal to his HD. If the Sanguine Wraith was previously a vampire lord this ability no longer has any cool down.
Aura of Hunger (Su): A Sanguine Wraith's desire for sustenance is overwhelming and manifests as an aura of growing hunger. A Sanguine Wraith no longer needs blood to sustain its form despite its hunger for it. Truly a Sanguine Wraith needs magic to survive and it survives by ripping off magic from its surroundings and creatures near it. A Sanguine Wraith gains a 40ft radius of hunger which drains opponents in the area. Each round in the aura a targeted creature has one random ongoing spell effect affecting the creature dispelled. The Sanguine Wraith may specify a particular effect if he is aware of it but if the Sanguine Wraith is mislead than the aura attempts to dispel the effect but fails to dispel anything on that particular creature for that round. If a creature targeted has no ongoing spell effects than the subject must make a fort save or take 1 point of con damage and become fatigued.
Special Qualities: A vampire retains all of the special qualities of the base creature and gains those described below.
Shadow Form (Ex): A Sanguine Wraith can transform into corporeal versions of any creature it could normally transform into with its alternate form ability granted by the vampire or vampire lord template. While in any corporeal form his strength score is now equal to his charisma score. A Sanguine Wraith automatically turns into a corporeal form of his base form when within the area of an antimagic field.
Gaseous Form (Su): As a standard vampire. However, due to familiarity with movement while in a state similar to gaseous form the Sanguine Wraith's normal flight speed is retained.
Unholy Endurance (Ex): The Sanguine Wraith gains one third of his charisma modifier (Rounded up) as a bonus to all of his saving throws. As well as gaining one third of his charisma modifier added to his maximum HP for each HD he possesses.
Vulnerability: A Sanguine Wraith is vulnerable to turning and has a -2 on his turn resistance as a result. In addition he has vulnerability to force damage.
Spectral Trait: Sanguine Wraith vary from each other. When the Sanguine Wraith is first created he may chose one of the following abilities. This decision can not be changed by any means.
Mass Telekinesis: While using the grapple version of his telekinesis supernatural ability a Sanguine Wraith can target up to 5 different creatures with it. If they are grappled they can all be subject to the Sanguine Wraith's blood drain ability
Regenerating Wraith: The Sanguine Wraith's fast healing doubles.
Overcome Weakness: The Sanguine Wraith can remove a single weakness that normally affects Sanguine Wraith's or Vampires (Such as their inability to enter private houses, their weakness to sunlight, or their vulnerability to fire)
Greater Hunger Aura: Regardless if a creature in the aura has an ongoing spell effect or not it must make a fort save or take con damage and become fatigued.
Controlled Hunger: The Sanguine Wraith no longer has any inescapable cravings and is no longer diet dependent on anything. The Sanguine Wraith has controlled its hunger and has mastered it.
Greater Endurance: The Sanguine Wraith's Unholy Endurance ability now uses one half of the Sanguine Wraith's charisma modifier to determine its bonuses.
Diet Dependent: A Sanguine Wraith no longer is diet dependent on blood and no longer has an inescapable craving for negative levels. It does however, now gain an inescapable craving for blood and is now diet dependent on magical energy (Which it satisfies using its Blood Aura. It must drain at least 5 levels in spells each day)
Abilities: Increase from the base vampire as follows: Dex +4, Int +4, Cha +4. As an undead creature, a Sanguine Wraith has no Constitution score and as an incorporeal creature it has no Strength Score.
Level Adjustment: Same as the base creature +2
CR Adjustment: Same as the base creature +2