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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Oct 2010
    Here and there.

    Default Aswang (3.P, Vampire Variant Template)

    I read the Aswang variant in the pathfinder entry for the vampire. Interested, I googled it. Very limited/nearly nonexistant.
    So I'm making my own. The following fluff has been modified from here.

    "All Aswang were formerly people, male or female, who acquired the power to transform into the shapes of beasts or monstrous beings through ancient blood magics twisted from the same shared by vampires, or inherited it from an Aswang forebear. The temptations to become Aswang can be very powerful: longevity, youth, beauty, and increased spiritual power, which of course is useful for a lot of things. Another possible motivation for a person to seek to become Aswang is revenge, often for crimes against women such as rape.
    No matter the source, or reason, all Aswang are female or become female when they are infected. Such is the nature of their power.

    There are many kinds of Aswang; some transform into animals like dogs or crocodiles, some take on a ghostly, immaterial shadow-form, some simply grow hideous fangs and wings. An Aswang’s ‘monster’ form depends on the ritual used to initially become Aswang. Each form also prefers a different kind of ‘food’ – some prefer human corpses, some prefer unborn fetuses, some children, and so on.

    Aswang can masquerade as ordinary, or at least "human", women most of the time, with few if any signs of their supernatural aspect. Cunning predators, they employ many tricks to keep their nighttime forays secret, and to cast doubt as to why their victims disappear or die. For example, an Aswang that feeds on unborn fetuses may choose sickly mothers to victimize; when the child is lost, or if the mother dies during pregnancy, no one is surprised.

    However, the longer an Aswang lives, the greater its hunger becomes. New Aswang may feel the need to feed on human flesh or viscera only once in a year; as they grow older and more evil, they may start needing to feed monthly, then weekly, then nightly. At this point their presence in a community can no longer be hidden, and the hunt for them begins. Very few Aswang have ever overcome this desire to feed.

    The hunt for an Aswang can be an intriguing whodunit type of adventure, with multiple suspects and the need to find out which is the real culprit without harming any innocents, and keeping the body count from getting any higher... or in true neutral, chaotic neutral, or evil societies it may become an inquisition scenario."


    Aswang are undead humanoid creatures that feed on the blood of the living. They look much as they did in life, though they may look entirely different if they were male before the change, often becoming more attractive, though some have a hardened, feral look instead. This normal appearance is a facade, it's convenient for them to retain their past appearances. Their more unique appearance is in their alternate form, in which they grow in size nearly becoming Large in size at 7'0"+2d6 in height. They have large wings, either black or red feathered or leathery and batlike. Their bones are hard as steel, including the claws that grow from their hands, fingers, or forearms. Their bodies become pale skinned, even white, while their hair becomes white, black, grey, or red. Their eyes are always a vibrant blood red.
    They are often referred to as "Blood Angels".

    Creating an Aswang

    “Aswang” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most Aswang were once humanoids, fey, or monstrous humanoids. Male creatures can become Aswang, but they become female once they receive this template. An Aswang uses the base creature's stats and abilities except as noted here.
    Aswang count as vampires for the purpose of feats or requirements.

    CR: Same as the base creature + 2.

    AL: Any evil.

    Type: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves. Their bodies still function well, they can reproduce.

    Senses: An Aswang gains darkvision 60 ft.

    Armor Class: Natural armor improves by +6, +12 when in their alternate form.

    Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Aswang use their Charisma modifier to determine bonus hit points (instead of Constitution).

    Defensive Abilities: An Aswang gains channel resistance +6, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. An Aswang also gains fast healing 5, but if reduced to 0 hit points in combat, an Aswang's heart turns to a large blood red diamond. In 10+2d12 years the ruby will pulse with energy, each pulse seeming to shape a field of energy around the stone until it becomes humanoid in shape, and with a final burst the Aswang snaps into being fully resurrected.
    The gem takes +1d4 years to resurrect every day spent in consecrated or hallowed ground. Every year, the die size and number increases. Becoming +2d6 years every day spent after the first year, or +4d8 years every day after the second and so on.

    Weaknesses: Aswang cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the Aswang—they merely keep it at bay. A recoiling Aswang must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding an Aswang at bay takes a standard action. After 1 round, an Aswang can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
    Aswang cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

    Reducing a Aswang's hit points to 0 or lower incapacitates it but doesn't always destroy it (see defensive abilities). However, certain attacks can slay Aswang. Each round of immersion in running water inflicts damage on an Aswang equal to one-third of its maximum hit points—an Aswang reduced to 0 hit points in this manner is destroyed, in addition they are repelled by sufficient running water as though it were garlic or a holy symbol. Driving a wooden stake through a helpless Aswang's heart instantly slays it (this is a full-round action). However, it's heart turns into the ruby once the stake is removed, unless it is cut from the body stake intact and burnt atop an altar, however such as a 25% chance that the heart will turn to diamond before it is burnt entirely though such will increase the time resurrection takes by +10 years.

    Aswang are not immune to nonlethal damage, can could still receive regeneration from other sources even if they wouldn't meet the prerequisites due to being undead or not having a constitution score.

    Speed: Same as the base creature. If the base creature has a swim speed, the Aswang is not unduly harmed but is still repelled by running water.

    Melee: An Aswang gains a slam attack if the base creature didn't have one. Damage for the slam depends on the Aswang's size. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. It has a claw and bite attack as well.

    Special Attacks: An Aswang gains several special attacks. Save DCs are equal to 10 + 1/2 Aswang's HD + Aswang's Cha modifier unless otherwise noted.

    Blood Drain (Su)

    An Aswang can suck blood from a grappled opponent; if the Aswang establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The Aswang 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.
    Blood drain gives the Aswang a bite attack, dealing 1d4 damage +1 or -1 die size for every increase or decrease from medium size. When it hits with a bite attack it can deal 1 point of constitution damage and the Aswang heals 1 point of damage. The Aswang has a bonus to hit with this bite equal to it's HD.

    Create Spawn (Su)

    An Aswang can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire spawn, female now if it was previously not, in 1d4 days. This spawn is considered a vampire as normal spawn, but if it ever gets to become a full vampire it instead becomes an Aswang. It is under the command of the Aswang that created it, and remains enslaved until its master's destruction. An Aswang may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. An Aswang may free an enslaved spawn as a free action at any time, usually in order to enslave a new spawn, but once freed, an Aswang or vampire spawn cannot be enslaved again.

    Dominate (Su)

    An Aswang can crush a humanoid opponent's will as a standard action. Anyone the Aswang targets must succeed on a Will save or fall instantly under the Aswang's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some Aswang might be able to affect different creature types with this power.

    Special Qualities: An Aswang gains the following:

    Change Shape / Alternate Form (Su)

    An Aswang can use change shape to assume the form of a dire bat, a cat, a mountain lion, or any two other animals at the GM's discretion. This is as beast shape IV.
    Aswang can use Alter Self as a supernatural ability twice times per day, as a move action.
    They have an alternate form they can assume a more unique appearance is in their alternate form, in which they grow in size nearly becoming Large in size at 7'0"+2d6 in height. They have large wings, either black or red feathered or leathery and batlike. Their bones are hard as steel, including the claws that grow from their hands, fingers, or forearms. Their bodies become pale skinned, even white, while their hair becomes white, black, grey, or red. Their eyes are always a vibrant blood red.
    They gain a claw attack, dealing 1d6 damage growing +1 die size smaller or lesser every size increase/decrease from medium. Their bite attack increases to 1d6 with 1 con drain, and the Aswang recovers 5 HP, excess becoming temporary HP. Blood Drain's drain is doubled. They can wrap their wings around their victim, helping to hold them in place giving a +10 to grapple attempts.
    Their wings grant them a fly speed equal to twice their land speed, with good maneuverability.
    Their enhanced eyes grant them the see in dark ability, seeing through the dark as though it were not there. Living creatures are highlighted, giving the Aswang a +10 bonus to perception checks to see them.
    Their body is stronger, their natural armor bonus increases to +12 while they gain a +4 more strength and dexterity. They can move 10ft instead of 5ft when taking a 5ft step.

    Crystal Heart (Su)

    Activated when the Aswang is slain. The Aswang's heart becomes the seat of a powerful spirit that will resurrect at a later time. The crystal has a DR 40/bludgeoning and x7 the HP of the Aswang. It resurrects as mentioned above after a matter of years.

    Shadowless (Ex)

    An Aswang casts no shadows and shows no reflection in a mirror.

    Spider Climb (Ex)

    An Aswang can climb sheer surfaces as though under the effects of a spider climb spell.

    Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, an Aswang has no Constitution score.

    Skills: Aswang gain a +8 racial bonus on Bluff, Disguise, Perception, Sense Motive, and Stealth checks.

    Feats: Aswang gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.


    Customization Options:

    Ancient Youth (Su) (CR +0)
    An Aswang with this ability transformed into one of the undead at a very young age, and has been trapped within an adolescent body for an existence possibly measuring in centuries. Aswang with this ability are size Small and gain a +4 bonus on all Bluff checks. Their fly speed in their alternate form is 80ft.

    Mastermind (Su) (CR +0)
    Aswang with this ability can have a number of enslaved spawn totaling four times its total Hit Dice. In addition, the Aswang chooses one of the following three abilities: clairaudience, clairvoyance, or telepathy. Depending on the ability chosen, the Aswang can hear what its spawn hears, see what it sees, or communicate telepathically with it. The Aswang may exercise or end its use of this ability as a standard action and maintain its connection to its spawn for as long as it wishes. An Aswang may only use this ability with one spawn at a time. The Aswang and vampire spawn must be on the same plane for this ability to function. While using this ability, the Aswang enters a catatonic state similar to its daily rest and is treated as helpless, though it is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls its body. An Aswang must be in it's alternate form to use this.

    Noble Dead (Su) (CR +0)
    An Aswang with this ability possesses an ancient and legendary bloodline. She gains a +2 bonus on all Diplomacy checks, which increases to +4 if being utilized against another undead creature. In addition, she gains channel resistance +6, and the DC of his dominate ability increases by +2. An Aswang with this ability can ignore their hunger and can be of any alignment.

    Alpha (Ex) (CR +0)
    The Aswang is the first of it's line, being created through some means other than becoming such due to another Aswang's spawn ability, or through birth by a mother Aswang- usually through a special ceremony thought to be lost to time.
    This Aswang is unaffected by the Noble Dead bonus of other Aswang, and they double their channel resistance. Alpha's crystal heart is considered unbreakable and they resurrect in 1d12 days, entering consecrated or hallowed ground resets this count and keeps it at a full 12 days until it's removed from the area, when it counts down from 12.
    Alpha Aswang are identifiable by intricate tattoos that detail the Aswang's abilities from their template's relating to it, namely pointing out what it can shapechange into.

    Swarm Form (Su) (CR +0)
    As a standard action, an Aswang with this ability can change into a bat swarm, centipede swarm, rat swarm, spider swarm, or cat swarm. The swarm has a number of hit points equal to the Aswang, and any damage done to the swarm affects the Aswang’s hit point total. While in swarm form, a Aswang cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed. The Aswang also retains all of its usual special qualities. While in swarm form the Aswang is still considered to be an undead creature with its total number of Hit Dice. An Aswang can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise.
    Last edited by Cipher Stars; 2013-01-02 at 04:48 PM.

    My Homebrew

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Oct 2010
    Here and there.

    Default Re: Aswang (3.P, Vampire Variant Template)

    Accepting ideas for additional customization options.

    My Homebrew

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Oct 2010
    Here and there.

    Default Re: Aswang (3.P, Vampire Variant Template)

    Decided that males could become aswang, though they become female once they do. Now it's not as restricted. This is because the aswang are an all-female species not of my personal design but in their irl depiction in folktales.
    Last edited by Cipher Stars; 2014-08-15 at 08:43 PM.

    My Homebrew

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