Vampires are undead humanoid creatures that feed on the blood of the living (sentient or animal). They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.

Creating a Vampire

“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature’s stats and abilities except as noted here. The Sanguine Nobles of Nox can often be convinced to impart the “gift” of vampirism upon a mortal being for the right price (typically some years of service and permanent fealty).

CR: Same as the base creature + 2.

AL: Vampires of Tharanthios typically fall into three categories: Vampyr (typical cursed humanoids who are usually evil aligned), Sanguine Nobles (ruling caste in Nox), and Nosferatu (one who is overcome by the curse and transforms into a hideous monster, always chaotic, usually evil)

Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A vampire gains darkvision 60 ft. As Vampires age, they usually develop (in the following order) Scent, Blindsight, and Blindsense abilities that increase with efficacy as they age. Exceptionally old Vampires can also become telepathic or develop other esoteric and unique powers at the DMs discretion.

Armor Class: Natural armor improves by +6.

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

Defensive Abilities: A vampire gains channel resistance +4, 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. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home (or other location containing the soil of Nox) within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

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

Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Vampires can freely enter private spaces such as gathering halls, libraries, and other public venues without being invited in.

Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and causes 10 ppints of damage per round of exposure if it does not escape. Older Vampires take increasing amounts of damage from the sun, and the oldest can not survive more then a single round before being utterly destroyed. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water. Vampires in mist form cannot pass within 10 feet of salt, and a bound space laced with a salt trail can effectively keep a mist-form vampire at bay. Salt has no effect on Vampires in their humanoid or animal forms.

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

Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire’s size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

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

Blood Drain (Su): 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. If the target is willing (either naturally or due to coercion) the vampire can decide how much constitution to drain instead of rolling 1d4.

Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action (presuming such creatures could reasonably be expected to be in the vicinity.). (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su): A vampire 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 in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction or it is able to succed at seven consecutive days of will saves (DC is equal to the master’s HD+CHA mod). A vampire 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. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

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

Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Special Qualities: A vampire gains the following:

Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex): A vampire 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, a vampire has no Constitution score.

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

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

Vampire Blood: Vampire blood is a potent source of raw life essence. As Undead, Vampires must suck the blood of living creatures to gain what they refer to as the “Vital” or “Vitae”. Vampire blood, when ingested, has a range of effects that vary depending on the source vampire, but all have the following traits:
• Addictive: Vampire Blood is highly habit forming. The euphoria it causes is difficult to forget, and many become addicted to the sensation. Each time vampire blood is taken, make a will save equal to 10 + 1 for every century the vampire has lived. Each subsequent dose in a 24 hour period increases the DC by +5. Failed saves results in addiction.
• Euphoria: Taking vampire blood causes euphoria. This causes the character to take a -2 on will saves, but the character is able to ignore the effects of the Nauseated and Sickened conditions. Additionally the character ignores hunger and thirst while afflicted. Finally, the character takes on a small amount of the vampires supernatural essence, gaining a +2 racial bonus to charisma for one hour while under the effects of the blood.
• Sensory Overload: Characters under the effects of vampire blood gain a +8 to perception and the scent ability if the vampire source also possessed that ability.
• Rapid Healing: Living beings who ingest vampire blood gain fast healing 5 for 5 rounds upon ingesting at least one ounce of vampire blood. This effect is linked to the blood entering the user’s system and cannot occur more then once every 24 hours.
• Vampire Blood also carries some of the qualities of the vampire from which it originates. Therefore there may (at the discretion of the DM) be other benefits or drawbacks associated with the blood depending on its source.

In Seren, Vampire Blood is rare and sells for 750GP/ounce.


Eternal Vigil Soliptic