Monsters -- Vampiric Template

Vampiric
Evolved from the first Lesser Vaiackurians released into the world by Kaydan Demons, modern Vampires on Ere are many generations removed from the awesome might held by the original Vaiackurians. None live today that even recall their heritage.

The strain that created the Vaiackurians is mutated beyond recognition, now capable of effecting and transforming any creature with a working biology. Now vampires exist in almost every species and race, due to desperate feedings and wizardly experimentation.

Vampiric creatures resemble other creatures of their former species, but have a more feral, gaunt appearance.

While many sapient vampires may attempt to curb their dependence on blood, vampiric animals, plants and other such creatures seek blood with a brutal abandon. While the actual affliction does not cause changes in the creature’s personality, a nearly immortal life combined with the constant thirst for blood can warp a weak mind easily.

Creating a Vampiric Creature
“Vampiric” is an acquired template. Creatures can gain this template either by being killed by being drained to 0 Constitution by another vampiric creature’s Con drain special ability. It can be applied to any non-undead, non-construct, non-elemental corporeal creature (referred to hereafter as the base creature).

Size and Type
The creature’s type changes to aberration do not recalculate the creature’s Hit Dice, base attack bonus or saves. Size is unchanged.

Speed
The creature’s base land speed increases by 10 feet and it gains a fly speed equal to half its base land speed with average maneuverability.

Armor Class
Natural armor improved by +2 (and stacks with any natural armor the base creature has

Attack
A vampiric creature has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the vampiric creature retains this ability. A vampiric creature without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.


Full Attack
A vampiric creature fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.

Damage
vampiric creatures have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.

Vampiric Creature Damage

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
3d6
2d6
Colossal
4d6
3d6

Special Attacks
A vampiric creature retains all special attacks of the base creature and gain the following special attack:

Blood Drain (Ex): A vampiric creature that successfully grapples and pins an opponent can perform a blood drain, dealing 1d4 Constitution drain each round the pin is maintained. The vampiric creature gains one bonus hit point for each point of Constitution drain to a maximum equal to their own constitution score.

A creature killed by being drained to 0 Constitution with this attack rises as a vampiric creature in one week unless its body is beheaded.

Vampiric creatures are immune to the Blood Drain of other vampiric creatures.

Special Qualities
A vampiric creature retains all special qualities of the base creature and gain the following special qualities:

  • Darkvision 60ft
  • Damage reduction 5/silver
  • A vampiric creature’s natural weapons are treated as silver for the purpose of overcoming damage reduction.

Charmed Gaze (Su): Gaze Attack. As charm person, 10ft range, Will save DC ( ½ HD +10 + Cha modifier)

Blood Dependence (Ex): A Vampiric Creature that does not successfully use its Blood Drain special attack within a given 72 hour period loses all special qualities and must make a Fortitude save (DC ½ HD +10) or take 1d4 points of Constitution drain and 1 point of Intelligence drain each day until such time as it does successfully use its Blood Drain special attack.

The blood dependence can also be sated by consuming a pint of blood. Blood dependence is supernatural in nature and create food, rings of sustenance and other such effects cannot over come it as it is not a nutritional need, but a metaphysical one.

Light Sensitivity (Ex): vampiric creatures are dazzled in bright sunlight or within the radius of a daylight spell.

Spider Climb (Ex): Vampiric creatures can scale sheer surfaces as if under the effects of a spider climb spell.

Timeless (Su): A vampiric creature does not age.

Abilities
Increase from the base creature as follows: +4 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom

Challenge Rating
As base creature +2

Level Adjustment
+4

Sample Vampiric Creature:

Vampiric Kobold
Kobolds foolish enough to attack vampires often find themselves becoming a snack. Sometimes one will die not from being ripped apart, but from being drained dry by an over zealous or careless vampire.

These kobold vampires rise to stalk the mines they once called home, often content to feed their bloodlust on those who wronged them before. Some will take this one step farther and terrorize the communities of other subterranean dwellers.

Vampiric Kobold CR 2
Small Aberration [Augmented Humanoid (Reptilian)]
Languages: Draconic
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1d8+1 (5 hp)
AC 19 (+1 size, +2 Dex, +3 natural, +2 leather), touch 13, flat-footed 17
Fort +3, Ref +2, Will +0
Initiative: +2; Speed: 40 ft. (8 squares), fly 20ft (average) (4 squares)
Space/Reach: 5 ft./5 ft.
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Base Attack/Grapple: +1/-3
Attack: Spear +2 melee (1d6-1/×3) or sling +3 ranged (1d3-1) or claw +2 melee (1d3-1)
Full Attack: Spear +2 melee (1d6+1/×3) or sling +4 ranged (1d3+1) or 2 claws +2 melee (1d3+1) and bite +2 melee (1d4+1)
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Abilities Str 13, Dex 15, Con 12, Int 10, Wis 11, Cha 8
Special Qualities: DR 5/silver; darkvision 60 ft., light sensitivity, charmed gaze, spider climb, blood dependence, Timeless
Special Attacks: Blood Drain
Feats Alertness
Skills Craft (trap making) +2, Hide +7, Listen +3, Move Silently +3, Profession (miner) +3, Search +2, Spot +3
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Treasure: Standard
Environment: temperate forests
Organization: solitary or hunting pair
Advancement: by character class
Level Adjustment: +4
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Combat
Kobold vampires still rely on traps to catch larger prey, focusing now on traps to incapacitate rather than kill. If all else fails, they attempt to use charmed gaze to confuse their foes.

Blood Drain (Ex): A kobold vampire that successfully grapples and pins an opponent can perform a blood drain, dealing 1d4 Constitution drain each round the pin is maintained. The kobold vampire gains one bonus hit point for each point of Constitution drain to a maximum equal to their own constitution score.

A creature killed by being drained to 0 Constitution with this attack rises as a vampiric creature in one week unless its body is beheaded.

Kobold vampires are immune to the Blood Drain of other vampiric creatures.

Charmed Gaze (Su): As charm person, 10ft range, Will save DC 9

Blood Dependence (Ex): A kobold vampire that does not successfully use its Blood Drain special attack within a given 72 hour period loses all special qualities and must make a Fortitude save (DC 9) or take 1d4 points of Constitution drain and 1 point of Intelligence drain each day until such time as it does successfully use its Blood Drain special attack.

The blood dependence can also be sated by consuming a pint of blood. Blood dependence is supernatural in nature and create food, rings of sustenance and other such effects cannot over come it as it is not a nutritional need, but a metaphysical one.

Spider Climb (Ex): Kobold vampires can scale sheer surfaces as if under the effects of a spider climb spell.

Timeless (Su): A kobold vampire does not age.

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