“Vampire” is an acquired template that can be added to any giant, humanoid, monstrous humanoid or native outsider (referred to hereafter as the base creature).
Vampires grow stronger with age - a vampire's rank is determined by how many years it has spent as a vampire, as shown on the table below.
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to Undead (Augmented [base creature's type]). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: All current and future HD become d12s. Vampires also gain bonus HP using their Charisma modifier in place of Constitution.
Speed: A vampire's speed increases by 10 feet per age category.
AC: A vampire gains an increase to its natural armor equal to 5 plus his age category. Elder and older vampires gain a profane bonus equal to their age category. Ancient and older vampires gain a deflection bonus equal to their Charisma modifier.
Attack: A vampire retains all the attacks of the base creature and also gains either a slam attack or 2 claw attacks if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses its primary natural weapon. A vampire armed with a weapon uses its natural attack or a weapon, as it desires.
Full Attack A vampire fighting without weapons uses its natural attacks (see above). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or claw as a natural secondary attack.
Damage Vampires have slam or claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s rank. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. The damage below is given for Medium sized vampires. Larger or smaller vampires should adjust the damage as fitting using the values below as base values.
Slam
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Age category Damage
Newborn 1d6
Young 1d6
Elder 1d8
Eminent 1d8
Ancient 2d6
Primal 2d8
Claw
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Age category Damage
Newborn 1d4
Young 1d4
Elder 1d6
Eminent 1d6
Ancient 1d8
Primal 2d6
Special Attacks: A vampire retains all the base creature’s special attacks and gains those listed below. All saves are against DC 10 + 1/2 the vampire's HD + the vampire's Charisma modifier.
Blood Drain (Ex): A vampire 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 Constitution drain each round the pin is maintained (see the table below). On each such successful attack, the vampire gains 5 temporary hit points per point of Constitution drained.
Blood Drain
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Age category Damage
Newborn 1d4
Young 1d6
Elder 1d8
Eminent 1d10
Ancient 2d6
Primal 3d6
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day per age category can call forth 20 HD per age category of the same animals (including dire animals or animal swarms) as specified for the vampire's Alternate Forms. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour per age category. Most vampires call wolves, bats or rats.
Domination (Su): A vampire can crush an opponent’s will just by looking onto 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 dominate person spell (at a caster level equal to his HD). The ability has a range of 50 feet per rank.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s blood drain (or any salient vampire special attack) rises as a vampire spawn 1d4 days after burial.
Any vampire may create another vampire by feeding his blood to a dying (between -1 and -9 hit points) victim. The victim makes a Fortitude save followed by a Will save. If the Fortitude save is successful, the blood has no effect; if the Will save is successful, the creature dies but does not rise as one of the undead. If the victim fails both saves, they die, only to rise as a vampire with the next sunset.
An elder or older vampire may create another vampire by draining the victim's blood on three consecutive nights. Upon the second night the victim makes a Will save; if successful, the bite has no effect beyond the draining of blood. If the victim fails the Will save, the vampire may transform them into a vampire by draining their blood the next night, this time reducing their Constitution to 0. They then make a Fortitude save; if successful they die but do not rise as one of the undead. If the victim fails both saves, they seem to die only to rise as a vampire with the next sunset.
An ancient or older vampire may transform a victim into a vampire with only a single bite. Any victim who has failed their Will save against the vampire's domination power and whose blood the vampire has drained can be forced to make a Fortitude save or seem to die and to rise as a vampire at the next sunset. The vampire may force any one creature to make this save once every 24 hours.
The vampire has control over all spawn and vampires that it creates. At any given time a vampire may have enslaved spawn totaling no more than its own Hit Dice times twice its rank; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of one of any three animals (or dire versions thereof) as a standard action. These animals may not have more Hit Dice than the vampire itself. While in its alternate form, the vampire loses its blood drain and domination abilities, 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). Vampires are normally able to transform into rats, bats and wolves.
Damage Reduction (Su): A vampire has damage reduction according to the table below. A vampire’s natural weapons are treated as magic and evil weapons for the purpose of overcoming damage reduction. Those of eminent and older rank also count as epic weapons for this purpose.
Damned (Ex): A vampire is the living dead and is an inherently unholy thing. They may not approach within 5 feet of anyone holding a holy symbol of a good aligned deity. They take 2d6 points of damage from holy water. They cast no reflection in mirrors. They must make a Will save (DC 30) to cross running water (complete immersion in which damages them as half-strength sunlight would). Finally, they are nauseated when within 20 feet of one of the following; white roses, garlic or wolfsbane (rarely, vampires are vulnerable to another type of plant instead). A vampire is unable to enter a home or other private building unless someone with the proper authority invites the vampire in by his own free will.
Fast Healing (Ex): A vampire heals 5 points of damage per age category 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. It must reach its coffin home within 2 hours or be utterly destroyed (it can travel up to nine miles per rank in 2 hours). Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a 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. While helpless, a vampire may be paralyzed by driving a wooden stake through its heart. This is a full round action and provokes an attack of opportunity. The vampire remains in stasis until the stake is removed (allowing the vampire to resume healing) or until the vampire is slain (usually by decapitation).
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level equal to its HD), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Immunities (Ex): A vampire has immunities according to the table below.
Resistances (Ex): A vampire has resistances according to the table below.
Sleep of the Dead (Ex): As the sun rises, the vampire falls into unconsciousness and cannot be awakened until the sun sets. Noises, lights, and even attacks do not stir the creature. Once the sun sets, the vampire instantly springs to full alertness.
A vampire may, however, make a Will save (DC 20) to stay awake for an hour. At the end of the hour, the vampire must make another Will Save, this time against a DC of 25 to remain awake another hour. At the end of the second hour, the vampire must make a DC 30 Will save and so on. When a vampire does finally sleep, they sleep an additional two hours past sunset for every one they were awake for after sunrise.
Spider Climb (Su): A vampire can climb sheer surfaces as though affected by a spider climb spell.
Sunlight Vulnerability (Ex): In daylight, a vampire loses all supernatural abilities and its fast healing. It takes a -4 penalty to attack rolls, skill checks, ability checks and AC. Furthermore, vampires of eminent or lesser age take damage from the sunlight; newborn vampires take 50 points of damage a round, young vampires take 20 points of damage a round, elder vampires take 10 points of damage a round and eminent vampires take 1 point of damage a round. Half this amount if the vampire is in cloudy conditions or at twilight. A vampire destroyed by sunlight (or spells like sunburst) does not assume gaseous form.
The Hunger (Ex): A vampire must feed on blood daily, typically via their blood drain attack. A vampire must ingest no less than 1 point of Constitution per HD in blood per day. For each day this requirement is not met, the vampire suffers one negative level (to a minimum of 1 HD). For each day the vampire ingests the minimum requirement of blood, one lost level is restored.
Constitution drained from creatures of a smaller size category than the vampire count for half as many points for this purpose, while creatures of a larger size category count for twice as many. If the vampire ingests bloods from non humanoid sources, such as animals or fresh corpses, they gain only half the normal amount of Constitution points they would otherwise get.
Every 3 days it goes without feeding, the vampire must make a Will save (DC 15) or take 2d4 points of Wisdom damage. If reduced to 0 Wisdom, the vampire becomes insane for lack of hunger and will mindlessly attack anything to feed itself. Drinking a day's worth of blood will immediately restore all lost wisdom.
Turn Resistance (Ex): A vampire has turn resistance equal to four times its age category.
Saves: Same as the base creature adjusted for ability increase.
Abilities: A vampires gains ability bonuses according to the table below. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes as bonus feats, assuming the base creature meets the prerequisites and doesn’t already have these feats. Eminent and older vampires also gain Epic Reflexes, Improved Combat Reflexes and Superior Initiative.
Challenge Rating: As base creature +2, plus an additional +1 at the young, eminent, and primal ranks.
Alignment: Always evil (any)
Advancement: Same as the base creature.
Newborn (0-50): Str +6, Dex +4, Int +2, Wis +2, Cha +4. Cold and electricity resistance 10. DR 10/magic and silver. No salient abilities.
Young (50-200): Str +8, Dex +6, Int +2, Wis +2, Cha +6. Cold and electricity resistance 15. DR 15/magic and silver. 1 salient ability.
Elder (200-500): Str +10, Dex +6, Int +4, Wis +4, Cha +6. Cold and electricity resistance 20, acid resistance 5. DR 15/ good and silver. 2 salient abilities.
Eminent (500-1000): Str +12, Dex +8, Int +4, Wis +4, Cha +8. Cold and electricity immunity, acid resistance 10. DR 15/epic, good and silver. 3 salient abilities.
Ancient (1000+): Str +14, Dex +8, Int +6, Wis +6, Cha +8. Cold and electricity immunity, acid resistance 15, fire or sonic resistance 5. DR 20/epic, good and silver. 5 salient abilities.
Primal: Str +16, Dex +10, Int +6, Wis +6, Cha +10. Cold and electricity immunity, acid resistance 20, fire or sonic resistance 10 . DR 25/epic, good and silver. 7 salient abilities.