Professional Documents
Culture Documents
By Ben Mowbray
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Introduction
2
The Immortal: Vampires
Do vampires exist? This is a question that may The oldest records of mankind make mention
never be answered. From ancient Egypt and of creatures that have the attributes of the
Assyria to the modern myths of Anne Rice vampire. The legends reach as far back as to
and Joss Whedon, the vampire has and will the time of ancient Egypt, Assyria and
continue to captivate us. Babylonia.
This book is dedicated to bringing the The Torah and Bible make mention of a
multitude of vampiric legends, both historical demon called Lilith, who is conjectured by
and fictional to your d20 fantasy campaign, some to have once been the first wife of Adam
with a little original material thrown in for who when she would not be submissive to her
good measure. These pages are filled with a husband was cast out of paradise and became
variety of different vampires from around the a demon that killed babies and children by
world ranging in power from a low-level drinking their blood.
encounter to those of truly epic proportions.
Virtually every ancient culture on earth has its
It was realised early on that with so much own vampires in one form or another, which
material to cover, not to mention the issue of are the chief sources of the vampiric strains
copyrights for the more modern incarnations presented in this book.
of the vampire, that we could not possibly In the long history of vampires, from the first
hope to cover every incarnation of the legends of Osiris to the modern works or
vampire. For this reason, we’ve also included literature and film, it seems the vampire has
rules and suggestions for modifying the walked the shadows of mankind’s
vampires presented here and in your MM to imagination since the dawn of time.
your own tastes, along with a plethora of
optional and variant rules. Isis and Osiris
Amongst the most ancient of legends is the
What is a Vampire? story of Osiris (‘Asar’ in Egyptian) and his
Most dictionaries define a vampire as a sister-wife Isis (‘Aset’ in Egyptian). According
reanimated corpse that rises from its grave at to the mythology, Osiris was the first king of
night to drain the blood (or sometimes just Egypt, in a time when the gods still walked
life) of the living.
the earth. He was beloved by his people, and
In recent times, a vampire is any creature that he was the bringer of cultivation and
carries vampiric characteristics. That is, drains civilisation.
blood or life by physical or other means, is Isis was wielder of the most powerful of
predominantly nocturnal, attacking (or magic, for she knew the secret name of Ra
seducing) its victims at night.
(‘Re’ in Egyptian) and could command the
words of power that enabled her to have
control over life and death.
3
Introduction
4
The Immortal: Vampires
God punished Lilith for her disobedience and incarnation of himself. But Kali was able to
began killing her demonic children at the rate defeat him by consuming every last drop of
of 100 per day. He then created Eve from his blood.
Adam’s rib to ensure that his new wife would
be subservient to him. The Greeks and Romans
Vampires were also known in Greek and
Lilith was bitter with God’s reaction to killing
consequently later in Roman times.
her children, and in turn she vowed to kill all
the children of Adam and Eve. The goddess Hecate was served by terrible
demons called Empusae that could take on the
People who believed in the legend blamed
form of flesh and blood and plague the living
Lilith for the deaths of newborns and women
by enticing them to fatten up before
who died in childbirth.
devouring their flesh and drinking their
She was also said to seduce men while they blood.
were sleeping, afterwards murdering them or
Lamia was also another vampire, a monster
causing them to go insane.
with the lower body of a serpent and the
By the end of the middle ages, the concept of upper body of a woman. The Lamia is one of
Lilith considered her a demon queen, the wife the many vampire creatures featured in this
of either Asmodeus or Lucifer, and the book.
breeding machine of hell. She was known to
kill babies and children by drinking their The Vampire in Other
blood, and she would force herself upon men Cultures
at night in order to steal their seed so she From the Aborigines of
could give birth to new demons – the men Australia to the
would either be killed in the same fashion of people of
children or be driven insane…
5
Introduction
Africa, from the Orient and Pacific nations to Vampire Hunts of Eastern Europe
the native peoples of the Americas, the legend
Vampire hunting reached its highest peak in
of the vampire can be found in almost every
the 18th century, particularly in Austria, as
culture on earth.
well as Serbia, Romania and other Balkan
The aborigines believed in a fig-tree dwelling countries.
creature that was short and had suction cup
It was these vampire scares that brought the
like fingers, which it used to drain blood. It
attention of the English world to the nature of
dwelled in trees and was known as the yara-
the vampire. Except for a few minor cases five
ma-yha-who .
hundred years prior, the vampire was almost
Similar tree-dwelling creatures, albeit with unheard of except in continental Europe.
iron teeth and hook-like hands and feet
In particular there was the case of Arnold
instead of suction cups come from Africa,
Paole, an ex-soldier turned farmer who had
known as the asasabonsam.
been attacked by a vampire years before, died
In the east there were legends of the kappa in while haying. In wake of his death, a number
Japan, a homosexual turtle-like creature that of people began to mysteriously die and it was
derived its powers from a bowl of water in its believed by everyone that Paole had returned
head. In China there was the ancient ching’shi. to prey on the neighbours.
In the Middle East, tales of the Ekimmu, a This incident was extremely well documented
vampiric spirit, the Lilitu, succubus-like night by government officials that examined the
demons and the cemetery-dwelling algul case and the bodies, wrote detailed reports,
pervade Middle Eastern cultures from the and afterwards published material on the
earliest of ancient times in ancient Summer Paole case that became distributed around
and Babylonia to the Middle Ages. Europe.
In the ancient Americas, witch-like vampires This sprang a controversy that raged for
such as the civatateo and tlahuelpuchi decades. The problem was worsened by rural
roamed, as well as the bizarre lobishomen, a people having an epidemic of vampire attacks
strange monkey-like creature that in addition and digging up bodies in a panic. Many
to taking small amounts of blood also had a academics stated that vampires didn't exist,
habit of turning women into nymphomaniacs. attributing vampire cases to rabies or
mistaken burial.
A host of other vampires from around the
world, especially those of Eastern Europe are However, in 1746, a French theologian and
presented in section two of this book. intellectual named Dom Augustine Calmet
put together a prudently thought out treatise
The Middle Ages & Renaissance which was of the opinion that vampires did
Vampires were considered a reality to the exist. Due to his influence and the way in
people of the middle ages and the renaissance. which the theory was presented, it was
Witches, werewolves and vampires were all seriously considered by many.
considered real and evil threats that could
The epidemic ended eventually however
only be purged and judged by god. Suspected
when Empress Marie Theresa of Austria sent
vampires were burnt at the stake, just as
her personal physician to investigate a
suspected witches were.
number of vampire cases. He declared
These themes were especially widespread in vampires didn't exist and the Austrian
Eastern Europe, though they did not become Government passed laws prohibiting the
prevalent until the 18th century. opening of graves and desecration of bodies.
6
The Immortal: Vampires
By this time though the image of the vampire decadent aristocrat able to change into a bat,
was in everyone’s mind, and would be cast no reflection and needed to be staked
preserved and remoulded by authors in the through the heart to be killed.
coming centuries to evolve into the image that
This image of classic vampire antagonist
it is today.
stayed with the public until in 1976, an
Early Literature American writer from New Orleans would
give a modern 20th century spin to the ancient
The result of the widespread hunt of
legend. Anne Rice’s book Interview with the
vampires, particularly in Austria, was a
Vampire shifted the perspective of the vampire
spawn of literary appearances of the vampire,
especially in Germany and France. from the age-old antagonist to an antihero
protagonist that the reader could identify
However, few pieces were translated into with.
English. It wasn’t until the early years of the
The book encompassed the confessions of the
19th century the vampire myth entered into the
Vampire Louis de Ponte du Lac, a Louisianan
pages of horror fiction with John Polidori’s
plantation lord fighting with the ghosts of his
The Vampyre (1819), a short story that parallels
past. But while the melancholic Louis was a
to the writer’s unrequited love for his patron,
far cry from the evil Count Dracula, it was his
Lord Byron, a man some say was obsessed
‘maker’ Lestat de Lioncourt, a French
with the legends of the vampire.
aristocrat from the 18th century that truly
It can be argued that the vampire can certainly changed the image of the modern vampire.
be found in the poetry of the romantics, of
Lestat, characterised in his own book, The
which Byron, Polidori’s inspiration was
among. Vampire Lestat (1985) with his dashing good
looks, larger-than-life personality, incredible
A vampire was featured in serial as a part of powers and rock-star career redefined the way
the Penny Dreadful series in the mid 1840’s. It people consider vampires - Lestat made being
was so popular that in 1847, it was a vampire look good.
republished as a novel called Varney, The
Lestat made the way for other modern
Vampyre or Feast of Blood.
protagonists, such as Nick Knight of the
The 19th century vampire literature held many Canadian TV series Forever Knight, and Spike
sensual and sexual undertones that stirred the and Angel from Joss Whedon’s Buffy the
minds of its Victorian readers who outwardly Vampire Slayer. The roleplaying scene came to
repressed sexuality and sensuality almost life with Vampire: The Masquerade, the first
completely. Carmilla (1872) by J. Sheridan Le of its kind focused solely on roleplaying a
Fanu introduced the first female literary vampire protagonist, and even Dracula
vampire to the English speaking audience, as himself was portrayed in a more sympathetic
well as the ideas of the vampire having light in Francis Ford Coppola’s rendition of
nocturnal habits and sleeping in a coffin. Bram Stoker’s Dracula.
Modern Myths: Dracula to Lestat The late nineties saw new and original takes
The book was partially the inspiration for the on the vampire legend, emphasising the
most famous vampire book and vampire demonic aspect of vampire, most notably in
count of all time, Bram Stoker’s Dracula shows and movies like Buffy the Vampire Slayer
(1897), which would set the standards and and the bizarre, twisted, yet entertaining
stereotype of the vampire on the screen and genius of Quinton Tarentino’s From Dusk till
stage for three quarters of a century. Now the Dawn.
world came to know the vampire as a
7
Introduction
Much of the focus in recent films has been it is a vampire-like spirit. Conversely, the
explaining vampire origins, a theme explored incubus/succubus was intentionally left in
in John Carpenter’s Vampires, and a re-look at because they are known to be able to
the Count as Judas in Dracula 2000. Also there physically manifest in a corporeal form.
was the less than adequate ‘teenified’ novel-
to-screen conversion of Anne Rice’s own
Queen of the Damned which touched on her
Roleplaying Vampires
ancient Egyptian-themed vampire origin Whether you’re a player or a DM, role-playing
story. a vampire often requires a lot more thought
The latest breeds of vampire films include than common races. The vampire carries with
Blade, Underworld and Van Helsing, and the its image a level of depth and intrigue that no
success of such films ensures the vampire will other monster has.
never retreat from the silver screen. Vampire The vampire has at its disposal an array of
literature too is more abundant than ever. extraordinary powers, from great strength, to
Over the ages the vampire myth has changed powers over the minds of others. Many can
and evolved with the people and cultures of even take alternate forms and prowl the night
the Earth. From its less than humble origins in as a wolf or bat.
prehistoric gods and demons to its descent However, such power is offset by great faults
into mindlessness throughout the middle ages and weakness, such as an aversion to garlic
and back to its near godhood with the and mirrors, or the problem of sunlight and
vampire Lestat, the vampire continues as a running water. Not all vampires share the
curious part of our collective myth and same weak traits, but most are debilitated in
legend. There is no shortage of vampiric some way by some sort of “achillis’ heal”.
literature and films now at the dawn of the 21st
Such limitations can cause havoc for a
century, and while the existence of vampires,
campaign, and may by their nature render a
no matter how often they occur in myths and
vampire character too problematic for play.
legends, may not ever be proven, they will
Some of the vampire templates presented in
never be forgotten – vampires are indeed true
immortals. this book however are considerably toned
down in comparison to the core rules
vampire, and may be more appropriate for
The Author’s View play.
8
The Immortal: Vampires
its parents held in life? Does it have living (such as passed out drunk, high or being of
descendants? Or is it the last of its namesake? questionable sanity).
9
Introduction
cunning in their plots and plans, but also have Characters that become vampires can do little
far more to risk in being discovered. about this, however it is appropriate to
characters that are created with the vampire
Simple template (and do not acquire it later in a
The vampire acts and behaves as if it were campaign) should have greater starting wealth
alive and an ordinary creature. It dwells in a than other characters. Consider doubling the
humble abode, and may even have a wife and starting wealth of the character, appropriate to
family. Some vampires are very close to the character’s CR (not its ECL). If the
human, despite the fact that at a time they character is an NPC vampire, this would be
have died and arisen as a form of vampire. the case.
Underground
The vampire resides either in a sewer system VAMPIRE PSYCHOLOGY
or underground complex, such as a cave Depending on the way a vampire was created
system, catacombs or similar large or brought about, its psychological outlook
underground area. may be vastly different.
WEALTH Alignment
Alignment blurs into shades of grey when
Preying upon the living for centuries has
dealing with vampire psychology – is a
certain advantages, most notably, the
vampire truly evil because it has a diet of
accumulation of wealth. A vampire could
humanoid blood, or does the fact that it is a
choose to prey on the rich, accumulating
natural predator and hunter mean that it is not
wealth beyond its usual means over time (this
inherently evil? This is a question each group
is reflected in the double standard treasure
must answer for themselves, but regardless of
rating for most vampire monsters and
which way you go, vampires make for
templates).
interesting characters.
Vampires are certainly not hoarders the way
You may rule that vampires must be evil, but
that dragons and some other creatures are
this is more from having a twisted or altered
with their treasure. Random treasure
code of ethics and morals than from being a
generation is not always appropriate to
creature of hate and spite.
vampire characters.
Vampires tend to spend their wealth in Living Forever
practical ways, accumulating magical items The vampire is a creature admired most of all
that ease their lives, improve their ability to not for its sheer physical or supernatural
attack or defend themselves, or disguise power, but rather for its capacity for living
themselves from would-be vampire hunters. forever – its immortality.
Likewise, part of their treasure is likely taken
Immortality changes the psyche of most
from such individuals that have failed in their
vampires – humans for example, only can
endeavour to destroy the vampire.
expect to have at most a century of life, while
Starting Wealth as a PC Vampire a vampire can live, potentially, forever.
Playing a vampire character is a costly affair At a certain point, perhaps in the time where
for players, as they will gain levels far more all mortal links to the vampire’s former life are
slowly than their companions. This is a broken, the vampire becomes less attached to
sacrifice that needs be made to restore balance life, or rather, the life it used to know. Such
into a party. times can be taxing on the vampire’s mental
10
The Immortal: Vampires
health, and suicide can be an attractive escape become. Such individuals are often best
from unlife. equipped to handle the long stretch of
eternity, come what may.
In the fantasy world, where creatures such as
elves may live for centuries, and certainly Such vampires usually either sought
dragons may live many times longer, vampirism for themselves or had no qualms
immortality is not as much a damning thing as about committing murder or sinful acts before
it might be perceived in a world of much they became as such.
shorter life spans (such as our own).
The Guardian
Vampiric Archetypes The guardian walks in the shadows and
Each vampire, regardless of its breed, creation watches from afar those that it loved in life.
or alignment is different, as individual as any Instead of becoming jealous of its loved ones,
other character. However, vampires can be the guardian seeks to nurture, protect and
easily be grouped into one or more of the support those it cared for when it was alive,
following archetypes, which epitomise the but from a distance, for vampiric instinct can
various outlooks and lifestyles that any given sometimes be hard to control.
vampire might adopt. The guardian keeps a watch on its relatives
A vampire may fit a single or several and descendants over time, on occasion
archetypes, but in general will fit under at intervening in their lives in some manner, be it
least one of the nine archetypes presented direct intervention or through less obvious
below. manners.
11
Introduction
separate life to its social existence, allowing it daughters, brothers and sisters and fathers
to stay in one place for a long time. and mothers. They visit them in their sleep,
stealing their life slowly each day, until one by
The Redeemer one they all die an, often mysterious, death.
The redeemer is possibly a self-loather that
has wallowed in guilt and self-hatred so long Once its loved ones have been killed, the
that it is determined it must seek redemption vampire may continue extracting its
for its ‘sins’ in some way. Such vampires can vengeance on the living, preying on strangers,
make unlikely antiheroes, torn between their or enter a state of self loathing that equally
life of sinning, and their life of atoning leads to further self destructive power.
through good deeds for the sins of the past.
Such vampires may seek a way to return to
mortality, or to somehow make up for all the
evil they have caused.
The Self-Loather
The vampire hates what it has become, and
often loathes anything that reminds it of its
mortal life. Such vampires are self-destructive,
and even should they find love or answers in
their vampiric life, will subconsciously
sabotage any hope they have of happiness.
The Vengeful
The vampire is a creature consumed by
revenge, often without reason. Many
vampires from folklore fit this archetype. As
an undead creature, cold and always hungry,
the vampire is embittered towards the living.
In this bitterness and jealousy of life, the
vampire revenges itself on those who still
have the pleasures of food and warmth that it
will never again have. It is intent on bringing
its misery and suffering to others and often
turns first to those it loved in life.
Such vampires usually have insatiable hunger
and lust that cannot be sated. They revisit
their widows and prey on their sons and
12
I: Vampire Rules
I
This section of the book is devoted to optional included so you can create your own breed of
and alternative rules that you might use for vampire.
vampires in your campaign. They include
optional rules such as using holy symbols as a ANALYSING THE
physical weapon against a vampire and
different methods of becoming a vampire.
MM VAMPIRE
Before you can create your own vampire, it is
best to break down and see what makes up
Creating Your Own the core rules representation of the vampire.
This is accomplished by breaking down the
Breeds of Vampire powers and weaknesses of the vampire
template into fractional CR (and ECL)
The whole purpose of this book is to provide a
modifiers for each power. From there, a new
number of variant and optional vampire types
vampire template can be constructed based on
for inclusion in your game. This work has
the old one, by adding and removing powers
attempted to reproduce many of the vampires
and weaknesses as you see fit.
from fiction and folklore for easy utilization in
any fantasy campaign. Breaking It Down
However, it’s been mentioned before, that Especially with templates, it is quite difficult
there are as many different concepts of what a to calculate what CR and ECL modifiers your
vampire is as there are people. If perchance vampire should have. Not all special attacks
you still feel that your concept of the vampire and qualities are of the same strength or
is absent in your game, the following section is power – some become potentially
I: Vampire Rules
Table 1-1: Core Vampire Template Breakdown As a general rule of thumb, ECL is calculated
Power CR as 4 + (2 × CR) for most vampire creatures.
Ability Increases (base) +¼ This is because the vampire template is not as
Alternative Form special quality +¼ powerful at higher CRs as it is at lower CRs.
Base turn resistance +4 +¼
This system is problematic at best, because at
Blood drain special attack +¼
high levels, parties usually have additional
Children of the night +¼
resources (magical items, etc) that allow them
Damage Reduction (base) 10/material bane +¼
to more readily overcome high CR creatures.
Dominate special quality +¼
At these mid to high levels a creature’s
Energy Drain special attack +½
cumulative powers have a lesser affect on its
Energy Resistance (10 to two forms) +¼
CR and ECL.
Fast Healing (base) 5 +¼
Feats (+5 bonus) +¼ Because vampires are usually template
Gaseous Form special quality +¼ creatures, any CR in excess of +4 shifts the
Natural Armor (base) +6 +¼ balance on the presented system towards the
Racial Skill bonuses (9) (+8 to each) +¼ player’s favour. For any results over a CR of
Undead Traits +¼ +4 (or an ECL of +12), lower the CR prices by
Power Subtotal +4 half. So a power that previously costed +¼ CR
Weakness CR now costs +1/8 CR.
Chemical bane (garlic) -¼
Restriction (invitation) -½ BUILDING A CUSTOM
Soulless (mirrors) -¼
Vulnerability to running water -½
VAMPIRE TEMPLATE
Now that the vampire template has been
Vulnerability to staking, lesser -¼
broken down, it’s time to reassemble it as you
Vulnerability to sunlight -½
see fit! Simply reconstruct the template using
Weakness Subtotal -2¼
your own mix of vampiric powers and
Combined Total +2
weaknesses as outlined below.
unbalancing, especially in the hands of
Reference your MM and table 1-1 above for
players, which is why, for example, the
the CR value and description of the vampire
vampire template in the core rules has a CR of
as presented in the core rules vampire
only 2 and an ECL modifier of +8; powers
template for powers and weaknesses not
such as domination and children of the night
listed below.
in the hands of a player can seriously upset
the balance of the game. Powers
Any vampire can use any of the powers of the
Determining the CR & ECL standard vampire template as found in the
Determining the CR of any creature can be
MM. CR and ECL costs for each ability are
difficult. However, with the vampire, and
listed in table 1-1 above.
other templates, this is not quite as difficult,
because the powers of the vampire can be Unless otherwise noted, the saves for any
broken down and divided up into portions of special attacks or special qualities that allow
the CR and ECL. When creating your own CR saves to be made require the victim make a
and ECL, you should round down for figures will save with a DC equal to (10 + ½ vampire’s
less than ½ and round up for those that are ½ hit dice + vampires Cha modifier + vampire’s
or greater. age category).
14
The Immortal: Vampires
Table 1-2: Custom Vampire Template Powers only half as many modifiers reduces this cost
Power CR down to 1/8 for the CR.
Ability Increases (base) +¼
Alternative Form (Su): Many vampires are
Alternative Form special quality +¼
able to alter their shape into a specific type of
Alternative Form, lesser special quality +1/8
creature. This special quality comes in two
Blood Drain special attack +¼
forms.
Children of the Night special quality +¼
Compulsive Dance special attack +¼ Alternative Form, lesser: This version allows the
Control weather special quality +½ vampire to effectively polymorph at will
Damage Reduction (base) 10/elemental +¼ (except that the vampire does not regain hit
bane points by doing so) into several animal forms.
Damage Reduction (base) 10/magic +½ Cost: CR +1/8.
Damage Reduction (base) 10/material bane +¼
Alternative Form: This version is the same as
Dematerialise special quality +1
the lesser alternative form, except the vampire
Detect Thoughts special quality +¼
can take the form of dire versions of the
Dominate special quality +¼
animals, and possibly additional forms. Cost:
Energy Drain special attack +½ CR +¼.
Energy Resistance (10 to two forms) +¼
Fast Healing (base) 5 +¼ Compulsive Dance (Su): Like the boabban
Fast Healing, lesser (base) (1-4) +1/8 sith, the vampire is able to perform an alluring
Feats (+5 bonus) +¼ dance that compels others to join in. Once a
Gaseous Form special quality +¼ creature begins to dance, it cannot stop until it
Improved Jump special quality +¼ is exhausted. Upon seeing the vampire dance,
Mind Fog special quality +¼ a creature must make a successful will save vs
Natural Armor (base) +6 +¼ DC (10 + the vampire’s hit dice + its charisma
Poisonous breath special attack +¼ modifier) or be compelled to join it in the
Racial Skill bonuses (9) (+8 to each) +¼ dance. This ability is a special attack. Cost: CR
Regeneration (base) 5 +½ +¼.
Regeneration, lesser (base) (1-4) +¼ Control Weather (Su): This special quality
Speed Increase +¼ functions as a spell-like ability that the
Stunning Glance special attack +¼ vampire can cast at will as a 14th level druid.
Suggestion special quality +1/8
Cost: CR +½.
Teleport special quality +½
Turn Resistance (base) +2 +1/8 Damage Reduction (Base) (Su): Damage
Turn Resistance (base) +4 +¼ reduction comes in a variety of forms, and
Undead Traits +¼ almost all vampires have it to some degree,
Withering Grasp special attack +¼ though often the method of overcoming it is
different.
Ability Increases (Base): Upon becoming a
The base DR for any vampire template is 10,
vampire, the base creature usually experiences
but the condition for negating it determines its
an increase in several of its ability scores in
overall cost:
addition to the null constitution score from
having its type changed to undead. The base DR 10/Elemental Bane: The damage reduction
vampire template found in the MM has a total can be overcome by an energy type. The
of +18 divided up amongst all the abilities. vampire cannot have a resistance of any kind
to its elemental bane; Cost: CR +¼.
A base ability increase of around +18 total
(give or take 2) increases the CR by ¼. Adding
15
I: Vampire Rules
DR 10/Magic: The damage reduction can only Fast Heal 5: This fast heal ability has a value of
be overcome by a magical weapon or better; 5, enough to make a real difference in combat.
Cost: CR +½. Cost: CR +¼.
DR 10/Material Bane: The damage reduction Improved Jump (Ex): The vampire with this
can be overcome by the material bane of the special quality is capable of making incredible,
vampire, or by a magic or better weapon. inhuman jumps. At each new age category,
Prerequisite: material bane weakness; Cost: starting with the 2nd, the DC for both jumping
CR +¼. long and high is reduced by 1 for each foot. So
at the 1st age category, to jump 4 feet the
Damage reduction is a special quality.
vampire must succeed as normal, a DC 16
Dematerialise (Su): A vampire with this jump check. However, if the vampire were in
special quality is capable of dematerialising its its 2nd age category, the DC would be reduced
body into an incorporeal form as a standard to just 12 (3 for each foot instead of 4).
action. While in this state, it is able to both
Once a vampire reaches the 5th age category,
move through solid matter and teleport
the DC for each foot is halved from 1 to just ½,
without error. While in this state, the vampire
and this is halved again for each age category
can choose to remain visible or become
thereafter. Often by such a stage, the vampire
invisible. Regardless of which, it remains
has gained the ability to fly.
incorporeal until it rematerialises.
Cost: CR +¼.
The teleporting ability of the dematerialisation
functions as the spell Greater Teleport as cast Mind Fog (Ex): Vampires with this special
by a 14th level character. The vampire uses this quality can fog the minds of victims that they
ability to teleport back to its coffin, which may take blood from and do not kill. They can
be miles away from where it otherwise cloud the memories of the event, leaving a
‘appears’ to live. confused victim that remembers little to
nothing of what happened. The victim must
When the vampire rematerialises, it is also
make a will save with a –2 penalty as a DC
able to remove any evidence on its person of
equal to (10 + ½ vampire’s hit dice + vampires
where it has been.
Cha modifier + vampire’s age category).
Cost: CR +1.
Cost: CR +¼.
Detect Thoughts (Su): At will, the vampire
Poisonous Breath (Ex): The vampire with this
with this special quality can detect thoughts as
special quality has a deadly breath that
the spell.
poisons those who smell it. The stench is so
Cost: CR +¼. foul that all creatures within a 30 ft. radius of
Fast Heal (base) (Ex): Most vampires have the the vampire that breathe must make a DC 16
fast heal special quality. Fast heal comes in fortitude save or suffer 2d6 points of
several forms. immediate constitution damage and another
2d6 points of constitution damage as
Fast Heal, lesser: The fast heal ability is ranged secondary damage one minute later.
between 1-4, and is only so effective in
Cost: CR +¼.
combat. Fast heal special qualities of this type
can be upgraded with age categories just like Regeneration (base) (Ex): Very rarely
any other. If they have a value less than 4, it vampires possess regeneration instead of the
can be upgraded up to 4 for free, but will cost fast heal special quality. Like fast heal, it has
the same as any other fast heal upgrade two forms.
otherwise. Cost: CR +1/8.
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Regeneration, lesser: The regeneration special Table 1-3: Custom Vampire Template
quality is ranged between 1-4, and is only so Weaknesses
effective in combat. Regeneration special Weakness CR
qualities of this type can be upgraded with Animal bane, greater -½
age categories just like any other. If they have Animal bane, lesser -¼
a value less than 4, it can be upgraded up to 4 Chemical bane -¼
for free, but will cost the same as any other Daytime Weakness -¼
fast heal upgrade otherwise. Cost: CR +¼. Death sleep -¼
Dire Elemental Bane (acid, fire) -¾
Regeneration 5: This regeneration special
Dire Elemental Bane (cold, electricity) -½
quality has a value of 5, enough to make a real
Elemental bane (acid, fire) -¼
difference in combat. Cost: CR +½.
Elemental bane (cold, electricity) -1/8
Speed Increase (Ex): The vampire experiences Material bane -¼
a speed boost of +10 ft. to its primary speed Obsessive compulsive -½
type. Restriction -½
Cost: CR +¼. Soulless -¼
Vulnerability to running water -½
Stunning Glance (Su): Vampires with this Vulnerability to staking, greater -½
special attack can stun with a glance, like a Vulnerability to staking, lesser -¼
nymph. As a standard action, a wrathful Vulnerability to sunlight -½
vampire can stun a creature within 30 feet
with a look. The target creature must succeed Withering Grasp (Su): Vampires with this
on a Fortitude save or be stunned for 2d4 special attack are capable of making a touch
rounds. attack that drains 1d4 points of strength from
the target. This ability can only be used once
Cost: CR +¼. per round.
Suggestion (Su): Vampires with this special Cost: CR +¼.
quality use natural charm and a form of
telepathic suggestion to lure their victims. Weaknesses
This ability works like a suggestion spell, and Animal Bane: The vampire is repelled by the
can be used at will according to the rules for presence of a certain kind of animal. There are
that spell. two forms of this weakness – lesser and
Cost: CR +1/8. greater. A vampire with a lesser animal bane
is repelled by the presence of an animal within
Teleport (Su): The vampire can teleport itself 30 ft. of its person. A vampire with a greater
and its items, but no others, as per a teleport, animal bane is affected in the same way, but to
greater spell as cast by a 14th level character. a 100 ft. radius.
This is an amazing special quality.
For each age category the vampire has, this
Cost: CR +½. weakness is lessened by 5 ft. for a lesser
Turn Resistance (Base): Vampires with this animal bane and 10 ft. for a greater animal
special quality have extra resistance to the bane.
cleric’s turn undead class ability. The base cost Any animal or vermin found in the MM may
for a turn resistance of +2 is CR +1/8, ECL +½, be selected to be the animal bane of a vampire.
while the base cost for a turn resistance +4 is Dire versions of these animals have the same
CR +½. effect on the vampire, as do related species.
For example, if a vampire’s animal bane
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I: Vampire Rules
focuses on dogs, wolves, dire wolves and Attacks of this kind may also stop the
other canines also affect the vampire in the vampire’s Fast Heal or Regeneration ability
same way. until the vampire gains fresh blood. The
scarring (especially from acid and fire)
A vampire may not have an alternative form
remains sometimes for years.
in the shape of the animal type of its animal
bane. A dire elemental bane (acid or fire) decreases
the CR of a vampire by ¾. A dire elemental
A lesser animal bane reduces the CR of a
bane (cold or electricity) decreases the CR of a
vampire by ¼. A greater animal bane reduces
vampire by ½.
the CR of a vampire by ½.
Elemental Bane: A vampire with an elemental
Chemical Bane: A vampire with a chemical
bane is especially vulnerable to a certain kind
bane is allergic to a certain kind of chemical,
of energy. Damage of this energy type is
usually found in herbs, plants or extracts. This
sufficient to overcome the vampire’s damage
allergen repels the vampire within 5 ft.
reduction. A vampire may have an elemental
keeping it at bay.
bane in place of a material bane.
Additionally, a slashing or piercing weapon
Attacks of this kind may also stunt the
laced or coated with the chemical bane is
vampire’s Fast Heal or regeneration ability for
capable of overcoming the vampire’s damage
1 round.
reduction as long as magic or epic weapons
are not normally required to negate it. An elemental bane (acid or fire) decreases the
CR of a vampire by ¼. An elemental bane
Successful strikes with this kind of weapon
(cold or electricity) decreases the CR of a
also stunt the vampire’s fast heal or
vampire by 1/8.
regeneration ability for one round.
Material Bane: A vampire with a material
A chemical bane reduces the CR of a vampire
bane has a weakness to a certain kind of
by ¼.
mineral, metal or material. Weapons blended
Daytime Weakness: The vampire is weakened or made from this material are capable of
during the daytime. During the day, none of overcoming the vampire’s damage reduction.
the vampire’s supernatural powers or special
Adamantine
qualities are active.
Bronze
Daytime weakness reduces the CR of a Cold Iron
vampire by ¼. Copper
Death Sleep: Unless the vampire succeeds at a Darkwood
Will save vs. DC 22, it will shortly fall into a Gold
deep sleep with the coming dawn. For each Mithral
age category above 1st this DC is reduced by 1 Platinum
point. Silver
Stone
Death sleep reduces the CR of a vampire by ¼. Wood
Dire Elemental Bane: A vampire with a dire The material bane reduces the vampire’s CR
elemental bane is seriously vulnerable to a by ¼.
certain kind of energy. Damage of this energy
type is sufficient to overcome the vampire’s Soulless: The vampire is not in possession of
damage reduction. A vampire may have a dire its own soul and as such is unable to cast a
elemental bane in place of a material bane. reflection. Sometimes it doesn’t even have a
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shadow. Such vampires recoil from mirrors, a a wooden stake or metal spike through the
constant reminder of what they have lost. heart or another vulnerable spot in the
vampire’s anatomy.
The soulless weakness reduces the vampire’s
CR by ¼. Lesser vulnerability to staking decreases the
vampire’s CR by ¼. Greater vulnerability to
Obsessive Compulsive: The vampire is
staking reduces it instead by ½.
afflicted with an inexplicable fascination with
counting. When presented with a large Vulnerability to Sunlight: Sunlight has a
number of seeds, grains or similar small lethal affect on the vampire. The actual affect
objects, it must count each grain or seed before is dependant upon whether or not the
it can move on. It takes 1 second to count each. vampire has an elemental bane (fire) or not.
The vampire can still respond if attacked as
In general, a fledgling vampire is disoriented
normal, but will return to the fascination
in sunlight, and if it doesn’t move out of it is
when it is no longer threatened. It cannot
destroyed the following round. Generally a
move from the spot until its compulsion is
vampire can last twice as long in sunlight for
complete.
each age category it possess.
Obsessive compulsive reduces the vampire’s
Vulnerability to sunlight reduces the CR of the
CR by ½.
vampire by ½.
Restriction: A vampire with a restriction is
The romantic vampire as presented in section
limited to a certain kind of rule or power.
two is party to different rules.
Limited Activity, greater: The vampire is only
able to become active on (a) certain day(s) of BLUTSAUGER
the month.
Sample Custom Vampire Template
Limited Activity, lesser: There are certain hours The blutsauger is a variation on the original
that the vampire is allowed to be active and vampire as presented in the core rules MM.
certain hours that it must rest in its grave.
Table 1-4: The Blutsauger Sample Custom
Alternatively, one day of the week they must Vampire Template
return to their grave for the entire day Power CR
(usually a Sabbath or equivalent holy day). Ability Increases (base) +¼
Invitation: The vampire is unable to enter a Base turn resistance +4 +¼
private house, dwelling or building of any Blood drain special attack +¼
kind without invitation. Any place that is Damage Reduction (base) 10/magic +½
public, or that is publicly accessible does not Energy Resistance (10 to two forms) +¼
count. Fast Healing (base) 5 +¼
Natural Armor (base) +6 +¼
Each restriction reduces the vampire’s CR by Undead Traits +¼
½. Power Subtotal +2¼
Vulnerability to Running Water: The Weakness CR
vampire fears and may be destroyed by Chemical bane (garlic) -¼
emersion in running water. Soulless (mirrors) -¼
Vulnerability to staking, greater -½
Vulnerability to running water reduces the
Weakness Subtotal -1
vampire’s CR by ½.
Total +1
Vulnerability to Staking: The vampire can be
either destroyed or disabled by either driving
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The following rules are purely optional As a rough guideline, each age category
additions to those presented in either this should increase the CR of the base vampire
book or in the MM of your core rules books. template by +1 or thereabouts (rounding up or
down).
AGE CATEGORIES The 1st age category is always the vampire as
Age categories can be used to advance your presented in its template. Age categories can
vampire by age instead of by level as if by only be advanced with age, or by optional
class. Many vampires are considered to grow rules involving the transferring of blood
more powerful with age, and this can be between older and younger vampires.
simulated with a template upgrade at certain
points in a vampire’s life. Sample Age Category
Table 1-6 above provides a sample of age
Creating Age Categories category progression for vampires. At each
If you’ve created your own vampire template, new age category, the vampire also receives a
or want to extend the powers of existing salient power, as detailed later in this section.
Table 1-5: Age Category Modifiers
Modifier CR
AGING APPEARANCES
Ability Increases (total of 6 points) +¼ Aging and appearances is a purely cosmetic
DR increase by 5 +¼ development for any vampire breed, but can
DR upgrade from xx/elemental bane to +½ add some additional depth to flesh out such
xx/magic creatures.
DR upgrade from xx/magic to xx/epic +½
DR upgrade from xx/material bane to +¼
New Vampires at Different Ages
xx/magic How vampires change at different age groups
when they become vampires.
Energy Resistance (10) +1 more type +¼
Fast Heal upgrade to Regeneration +¼ Children
Fast Heal/Regeneration increase by +1 +¼ Children remain trapped in the undeveloped
Natural Armor increase by +2 +¼ body of a child for all eternity. Adolescents
Turn Resistance increase by +2 +¼ never will truly develop into adults.
Speed Increase, major +1
Speed Increase, minor +¼ Or
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Bald Normal
The vampire is either balding or completely The vampire’s nails are as a normal member
bald, at least on the top of its head. of its race.
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Canines
The vampire has the classic pointed fangs that
are far longer than normal canines.
Central Incisors
The vampire’s most prominent and sharp
teeth are its central incisors (two front teeth).
Count Orlock (of Nosferatu fame) has teeth of
this kind.
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I: Vampire Rules
being created, but rather, preventing potential Stake Through the Heart
vampires from escaping their graves to pursue
The principle idea behind staking a vampire is
the living.
to pin it to its grave so that it cannot rise to
For the most part, these methods are effective stalk the living.
against the victims of the nosferatu, master
Depending on the legend, this can be done in
vampire and core vampire templates as found
a number of ways, including staking through
in this book and the MM, as well as those
the heart with a wooden stake, or staking an
vampires from folklore that are of European
iron spike through the forehead.
origins.
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The Immortal: Vampires
supernatural abilities that a vampire may need to be within visual range to use this
develop as it ages through age categories. ability.
Benefit: The vampire may use the spell alter Benefit: The vampire gains the ability to fly at
self as many times a day as their age category. its run speed with manoeuvrability equal to
its age category, starting with poor at the 4th
Blood Frenzy age category.
The vampire enters a barbarian-like rage on
sight or smell of fresh humanoid blood. Special: Romantic vampires can gain this
salient power without possessing the
Benefit: The vampire must make a DC 15 will levitation salient power.
save or fly into a rage (as a 1st level barbarian)
until it successfully drains a quantity of blood Greater Sight
equal to the amount by which it failed the will The vampire has greater night vision than
save. others of its kind.
The vampire can voluntarily enter this state a Prerequisite: The vampire does not already
number of times per day equal to its age have darkvision up to 120 ft.
category.
Benefit: The vampire gains darkvision up to
Blood Gluttony 120 ft.
The vampire can draw large amounts of
Improved Potency
blood.
The vampire’s special attacks and abilities are
Benefit: The vampire can drain 2d4 instead of especially potent.
1d4 constitution points per round, but must
Prerequisite: Potency salient power.
also feed on twice as much blood as usual. In
addition, the DC modifier for the vampire’s Benefit: The DC of saves vs. the vampire’s
will saves to limit its feeding is increased to powers increase further by +2.
35.
Levitation
Extrasense The vampire can levitate as the spell at will.
The vampire has an awareness that extends Benefit: At will the vampire may levitate as the
beyond its physical senses. spell. This ability functions only for the
Benefit: The vampire can use its powerful vampire and the items it carries. It cannot be
extrasensory powers to ‘feel’ the presence and used on another creature.
location of any non-shielded mind within a
Magic Sensitivity
radius of 100 feet for every 50 years (including
The vampire is extra sensitive to magic and
simulated years from age category
can sense its presence.
advancement) of unlife.
Benefit: The vampire gains detect magic as a
Special: If the vampire has the detect thoughts
spell-like ability and may use it up to a
special quality, its range extends to the extent
number of times per day equal to its age
of its extrasense range. The vampire does not
category.
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The vampire may be able to break the trance Larger amounts when imbibed may bestow
at specific times of the day to move around the vampire’s Fast Heal special quality on the
successfully. For example, the master vampire drinker. Vampire blood vials and potions are
is able to break its trance and move about presented later on in ‘equipment’. For stronger
without potion durations, add the vampire’s age
category to the duration, but increase the base
VAMPIRE BLOOD price of the blood by 25% for each.
Vampire blood is a subject that reoccurs often
especially in modern vampire lore. According Variant Rules
to these more modern myths (those created by
popular fiction and not folklore), a vampire’s The following variant rules are alternatives to
power is in its blood – the blood is what those presented in the vampire and vampire
animates and allows the body to survive in spawn entries of the MM and also the
death. templates presented here in this book.
Vampire Blood as an Enthraller Once the creature is dead, its body is interred
A mortal creature that tastes the blood of a and three nights later it is transformed into a
vampire falls under its sway (as Mina Harker vampire and feed on the living. Such
in Dracula). The vampire receives a +4 bonus vampires are as subservant to the vampires
to scry checks to locate the enthralled creature, which they tasted blood from as if they were
and if the creature is successfully scried, the created in the usual way.
vampire can use its domination or suggestion If the master has been destroyed before the
special attacks to control the character from a creature dies, the individual cannot rise as a
distance. vampire.
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amount of time a demon, devil or avatar of an even bitten by a vampire will become one in
evil god. death.
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bite, exposed contact with or drinking the further amounts of the same blood has little to
vampire’s blood, or from sexual intercourse. A no effect.
victim must make a DC 15 + the vampire’s age
category (if it has no age category, than the Angel Blood
DC is simply 16) Fortitude save or she will Angel’s blood is incredibly pleasant to the
contract the disease. taste, and is sweet like honey.
After 12d6 hours, the failed victim collapses Angel’s blood stays in the vampire’s system
and physically changes into a vampire. for 2d6+2 hours and grants the ability to speak
in tongues, as the spell of the same name.
Dormant vampirism can be removed before
the change takes place with a simple remove Angel’s blood also bestows upon the vampire
disease spell. various additional affects depending on
alignment:
BLOOD DRAINING If the vampire is evil, it also gains 25 × the
Nearly all vampires drain blood from living angel’s Hit Dice in bonus experience points
victims. The blood drain ability is quite the first time it drinks of a particular angel’s
powerful (especially in the hands of player blood. If the evil vampire drains an angel
characters), and blood itself can be powerful, directly of all blood, it instead gains 50 × the
depending on the vessel. angels Hit Dice in experience points.
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to 0, it is rendered non-functional until it Modify the base vampire template for the elf
returns above 1. as follows.
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Alignment: The half-celestial/asimar vampire vampires, but its mental abilities (which are
is able to retain its original alignment and is charisma based) are stunted.
not strictly condoned to a life of evil.
Halfling/Goblin
Half-Dragon The halfling is small and dextrous, but lacks
The half-dragon vampire is a fearsome sight. strength due to its small size. This changes
Vampirism enhances the half-dragon’s somewhat in unlife, as the halfling’s strength
abilities considerably. is augmented by vampirism.
Modify the base vampire template for the half- Statistically, goblins are very similar to
dragon as follows. halflings, and goblin vampires experience the
same changes.
Armor: The base creature’s natural armor
increases by +8. Modify the base vampire template for the
halfling and goblin as follows.
Abilities: The base creature’s abilities should
be increased as follows. Str +8, Dex +4, Int +2, Speed: Increase the halfing vampire’s base
Wis +2, Cha +2. As an undead creature, the speed by +10 feet.
half-dragon vampire has no constitution score.
Abilities: Increase to Str +4, Dex +8, Int +2,
Half-Elf Wis +2, Cha +2. As an undead creature, the
halfling vampire has no constitution score.
Half-elves are identical to human vampires.
The halfling is faster and more dextrous than
Half-Fiend/Tiefling most other vampires, but is slightly less potent
Half-fiends and tieflings are identical to either with its domination and other mental powers.
their mortal parent race, except as follows.
SLOWER HEALING
Special Qualities: The half-fiend or tiefling Most vampires (at least at the first age
vampire gains the following quality.
category are capable of regenerating Hit
Turn Resistance (Ex): The base creature’s Points almost faster than they are lost
turn resistance is +8. (especially if you equate in vampiric Damage
Reduction). Alternatively, the vampire’s
Half-Orcs/Orcs healing ability can be toned down, especially
Half-orcs are known for their strength if you’re trying to mimic more recent TV
compared to humans and other civilised races. vampires in your game.
Becoming a vampire only serves to enhance
the half-orc’s strength. Every Minute
Instead of healing every round, the vampire
Modify the base vampire template for the half-
heals 10 times slower, regenerating hit points
orc and orc as follows.
every minute instead. If you wish to break this
Armor: The base creature’s natural armor further down into rounds, a standard MM
increases by +8. Half-orcs and orcs are tougher vampire would regenerate 1 Hit Point every
opponents as vampires than others of their other round.
kind.
Every Hour
Abilities: Increase to Str +10, Dex +6, Int +2.
The vampire’s fast heal special quality is
As an undead creature, the half-orc/orcish
active only on the hour. This means a
vampire has no constitution score. The half-
standard MM vampire heals 1 Hit Point every
orc vampire is stronger than most other
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Platinum Blend: For a precious metal, These robes activate on command to alter the
platinum is relatively hard, and incurs only a appearance of the wearer as if by an alter self
–1 penalty to damage. spell.
Faint transmutation; CL 3rd; Craft Wondrous
Magic Items Item, alter self; Price 10,800 gp; Weight 3 lb.
Wizards and sorcerers are perhaps not Cloak of Darkness: The cloak of darkness
uncommon to the ranks of the vampiric creates a 20 ft radius of supernatural darkness
undead. Such creatures are likely to craft around the wearer on command. The area
magical items, especially those that might within the aura can be lit as normal as if it
otherwise aid them in eliminating or working were ordinary darkness, but
around their few shortcomings. natural sunlight cannot
penetrate it.
WEAPONS
Heartseeker: This +1 keen vampire bane MINOR
darkwood dagger was created specifically ARTEFACTS
for fighting vampires. Instead of being Masque of Archonis: The
made of steel or iron, the dagger is Masques of Archonis were created
made of darkwood. When it would by the vampiric god Archonis for the
score a critical hit against a benefit of his most devoted mortal
vampire, it successfully stakes followers. He created seven in all, to be
any vampire type that is
gifted to the heads of his seven churches
vulnerable to a wooden stake throughout the Multiverse.
through a vital area,
regardless of the vampire’s Each mask is crafted of demon bone and
immunity to critical hits. forms a vile impression of a fanged skull.
When worn, each bestows its wearer with the
WONDROUS Heartseeker
powers of the undead. The mask increases its
wearer’s strength by +10, and whilst worn
ITEMS gives all the benefits of the undead type (as
Shadow Image Amulet: The shadow image found in the appendix of the MM).
amulet is an ingenious creation designed to
Strong transmutation [evil]; CL 19th; Weight 3
better allow vampires to pass as mortals. The
lb.
amulet constantly projects a silent image that
both creates a shadow and casts a reflection
for any vampire that otherwise could not cast
MAJOR ARTEFACTS
a shadow or reflection. This ability is Eternal: The origins of this enigmatic ring are
automatic. quite simply unknown, however its powers
are legend among vampiric circles.
Faint illusion; CL 1st ; Craft Wondrous Item,
silent image; Price 2,000 gp; Weight 1 lb. The ring, which depicts two serpents (one of
silver and one of gold) encircling each other
Robe of Pleasing Appearance: This fine silk and creating an eternal knot, when worn
robe is created to perform minor cosmetic renders a vampire immune to all the negative
changes to the wearer. It is useful for a effects of its nature.
vampire to disguise its inhuman qualities.
v Immunity to fire: Vampires are no longer
damaged by fire. Vampires with damage
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reductions overcome by fire are now Ra, renders the wearer completely immune to
overcome by magic instead. fire and the effects of all the spells listed in the
sun domain.
v Immunity to sunlight: Vampires affected
by the sunlight may walk during the The cloak is said to be created by the goddess
daytime at full power and without fear. Isis with the intention to give it to her
They need not rest, and cannot be deceased brother-husband Osiris to ward off
destroyed by fire so long as the ring is on the harmful effects of sunlight upon him. Isis
their person. infused the garment with the secrets she learnt
from Ra by discovering his true name.
v Immunity to running water: Running
However, the night before the cloak was to be
water will not hinder the vampire in any
given to her husband, it was stolen from Isis’
way shape or form.
realm by an unknown thief.
v Immunity to turning: The vampire cannot
The current whereabouts of the artefact is
be turned except by a deity.
unknown.
v Immunity to Chemical, Material and
While this artefact alone is a powerful form of
Psychological Banes: Garlic, silver, holy
protection for its wearer, it is coveted by the
symbols and mirrors have no effect on the
vampire, for it not only bestows the above
vampire so long as it wears the ring.
powers upon the wearer, but also, if the
v Regeneration: Instead of its fast heal wearer be a vampire, renders the vampire
special quality, the vampire receives completely immune to the negative effects of
regeneration equal to its fast heal value. sunlight and any spells that might mimic or
In many cases, a vampire wearing Eternal utilise it.
cannot be destroyed unless the ring is first
removed.
Grail of Sepheliné: This palladium and gold-
inlaid chalice was crafted by the vampire
goddess Sepheliné to provide her with eternal
sustenance. However, in addition to being an
endless supply of humanoid blood, a curious
effect occurs if a non-vampire drinks of the
chalice.
Drinking from the goblet is said to transform
the drinker into a master vampire. In such
instances, the soul of the master vampire is
transferred into the goblet itself, and the only
way to restore it would be to destroy the
artefact.
Sepheliné in her goodness is overprotective of
the chalice, and never allows any mortal
creature to drink of the cup.
Enigma of Ra: This cloak, woven of a strange
blend of exotic silks and covered in the
symbology associated with the Egyptian god
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II: Vampiric Bestiary
II
The following section is dedicated to monster Name: This is the name by which the creature
entries for a variety of vampires from folklore, is generally known. The descriptive text may
mythology, and popular fiction. provide other names.
READING THE ENTRIES Size and Type: This line describes the
creature’s size. A size modifier applies to the
Each vampire monster description is
creature’s Armor Class (AC) and attack bonus,
organized in the same standard general
as well as to certain skills. A creature’s size
format as found in all fantasy d20 System
also determines how far it can reach to make a
products detailing monster entries.
melee attack and how much space it occupies
Templates are slightly different because they in a fight (see Space/Reach, below).
build on top of an existing creature. Only
The size and type line continues with the
those areas that are either directly affected by
creature’s type. Type determines how magic
the application of the template, or those that
affects a creature. Type determines certain
need clarification are listed. You won’t find for
features, such as Hit Dice size, base attack
example, base attack/grapple on any of the
bonus, base saving throw bonuses, and skill
template entries because they are derived
points.
from the base creature.
Hit Dice: This line gives the creature’s number
STATISTICS BLOCK and type of Hit Dice, and lists any bonus hit
This portion of a monster description contains
points. A parenthetical note gives the average
basic game information on the creature.
hit points for a creature of the indicated
number of Hit Dice. A creature’s Hit Dice total
The Immortal: Vampires
is also treated as its level for determining how Attack: This line shows the single attack the
spells affect the creature, its rate of natural creature makes with an attack action. In most
healing, and its maximum ranks in a skill. cases, this is also the attack the creature uses
when making an attack of opportunity as well.
Initiative: This line gives the creature’s
The attack line provides the weapon used
modifier on initiative checks.
(natural or manufactured), attack bonus, and
Speed: This line gives the creature’s tactical form of attack (melee or ranged). The attack
speed on land (the amount of distance it can bonus given includes modifications for size
cover in one move action). If the creature and Strength (for melee attacks) or Dexterity
wears armor that reduces its speed, the (for ranged attacks). A creature with the
creature’s base land speed follows. Weapon Finesse feat can use its Dexterity
If the creature has other modes of movement, modifier on melee attacks. If the creature uses
these are given after (or in place of) the land natural attacks, the natural weapon given here
speed. Unless noted otherwise, modes of is the creature’s primary natural weapon. If
movement are natural (not magical). the creature has several different weapons at
its disposal, the alternatives are shown, with
Armor Class: The Armor Class line gives the each different attack separated by the word
creature’s AC for normal combat and includes “or.” A creature can use one of its secondary
a parenthetical mention of the modifiers natural weapons when making an attack
contributing to it (usually size, Dexterity, and action, but if it does it takes an attack penalty,
natural armor). The creature’s touch and flat- as noted in the Full Attack section below. The
footed ACs follow the combat-ready AC. damage that each attack deals is noted
A creature’s armor proficiencies (if it has any) parenthetically. Damage from an attack is
depend on its type, but in general a creature is always at least 1 point, even if a subtraction
automatically proficient with any kind of from a die roll reduces the result to 0 or lower.
armor it is described as wearing (light, Full Attack: This line shows all the physical
medium, or heavy), and with all lighter kinds attacks the creature makes when it uses a full-
of armor. round action to make a full attack. It gives the
Base Attack/Grapple: The number before the number of attacks along with the weapon,
slash on this line is the creature’s base attack attack bonus, and form of attack (melee or
bonus (before any modifiers are applied). This ranged). The first entry is for the creature’s
number won’t often be used, but it can be primary weapon, with an attack bonus
handy sometimes, especially if the creature including modifications for size and Strength
has the Power Attack or Combat Expertise (for melee attacks) or Dexterity (for ranged
feats. attacks). A creature with the Weapon Finesse
feat can use its Dexterity modifier on melee
The number after the slash is the creature’s attacks. The remaining weapons are
grapple bonus, which is used when the secondary, and attacks with them are made
creature makes a grapple attack or when with a –5 penalty to the attack roll, no matter
someone tries to grapple the creature. The how many there are. Creatures with the
grapple bonus includes all modifiers that Multiattack feat take only a –2 penalty on
apply to the creature’s grapple checks (base secondary attacks. The damage that each
attack bonus, Strength modifier, special size attack deals is noted parenthetically. Damage
modifier, and any other applicable modifier, from an attack is always at least 1 point, even
such as a racial bonus on grapple checks). if a subtraction from a die roll reduces the
result to 0 or lower.
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A creature’s primary attack damage includes When a special ability allows a saving throw,
its full Strength modifier (1-1/2 times its the kind of save and the save DC is noted in
Strength bonus if the attack is with the the descriptive text. Most saving throws
creature’s sole natural weapon) and is given against special abilities have DCs calculated as
first. Secondary attacks add only 1/2 the follows: 10 + 1/2 the attacker’s racial Hit Dice +
creature’s Strength bonus and are given the relevant ability modifier.
second in the parentheses.
The save DC is given in the creature’s
If any attacks also have some special effect description along with the ability on which
other than damage, that information is given the DC is based.
here.
Saves: This line gives the creature’s Fortitude,
Unless noted otherwise, creatures using Reflex, and Will save modifiers.
natural weapons deal double damage on
Abilities: This line lists the creature’s ability
critical hits.
scores, in the customary order: Str, Dex, Con,
Manufactured Weapons: Creatures that use Int, Wis, Cha. Except where noted otherwise,
swords, bows, spears, and the like follow the each creature is assumed to have the standard
same rules as characters do. The bonus for array of ability scores before racial
attacks with two-handed weapons is 1-1/2 adjustments (all 11s and 10s). To determine
times the creature’s Strength modifier (if it is a any creature’s racial ability adjustments,
bonus), and is given first. Offhand weapons subtract 10 from any even-numbered ability
add only 1/2 the Strength bonus and are given score and subtract 11 from any odd-numbered
second in the parentheses. score. (Exceptions are noted in the Combat
section of a creature’s descriptive text.)
Space/Reach: This line describes how much
space the creature takes up on the battle grid Strength: Quadrupeds can carry heavier loads
and thereby needs to fight effectively, as well than bipeds can. Any creature with four or
as how close it has to be to threaten an more motive limbs can carry a load as a
opponent. The number before the slash is the quadruped, even if it does not necessarily use
creature’s space, or how many feet one side of all the limbs at once.
the creature occupies. The number after the
Intelligence: A creature can speak all the
slash is the creature’s natural reach. If the
languages mentioned in its description, plus
creature has exceptional reach due to a
one additional language per point of
weapon, tentacle, or the like, the extended
Intelligence bonus. Any creature with an
reach and its source are noted in parentheses
Intelligence score of 3 or higher understands
at the end of the line.
at least one language (Common, unless noted
Special Attacks and Special Qualities: Many otherwise).
creatures have unusual abilities. A monster
Nonabilities: Some creatures lack certain ability
entry breaks these abilities into special attacks
scores. These creatures do not have an ability
and special qualities. The latter category
score of 0—they lack the ability altogether.
includes defenses, vulnerabilities, and other
The modifier for a nonability is +0.
special abilities that are not modes of attack. A
special ability is either extraordinary (Ex), Skills: This line gives the creature’s skills,
spell-like (Sp), or supernatural (Su). along with each skill’s modifier (including
Additional information (when needed) is adjustments for ability scores, armor check
provided in the creature’s descriptive text. penalties, and any bonuses from feats or racial
traits). All listed skills are class skills, unless
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the creature has a character class (noted in the include young, the infirm, slaves, or other
entry). A creature’s type and Intelligence score individuals who are not inclined to fight. If
determine the number of skill points it has. the organization line contains the term
“domesticated,” the creature is generally
The Skills section of the creature’s description
found only in the company of other creatures,
recaps racial bonuses and other adjustments to
whom it serves in some capacity.
skill modifiers for the sake of clarity; these
bonuses should not be added to the listed skill Challenge Rating: This shows the average
modifiers. level of a party of adventurers for which one
creature would make an encounter of
An asterisk (*) beside the relevant score and in
moderate difficulty.
the Skills section of the descriptive text
indicates a conditional adjustment, one that Treasure: This line reflects how much wealth
applies only in certain situations. the creature owns. In most cases, a creature
keeps valuables in its home or lair and has no
Natural Tendencies: Some creatures simply
treasure with it when it travels. Intelligent
aren’t made for certain types of physical
creatures that own useful, portable treasure
activity. If it seems clear that a particular
(such as magic items) tend to carry and use
creature simply is not made for a particular
these, leaving bulky items at home.
physical activity, that creature takes a –8
penalty on skill checks that defy its natural Alignment: This line gives the alignment that
tendencies. the creature is most likely to have. Every entry
includes a qualifier that indicates how broadly
In extreme circumstances the creature fails the
that alignment applies to the species as a
check automatically.
whole.
Feats: The line gives the creature’s feats. A
Advancement: The monster entry usually
monster gains feats just as a character does.
describes only the most commonly
Sometimes a creature has one or more bonus
encountered version of a creature. The
feats, marked with a superscript B (B).
advancement line shows how tough a creature
Creatures often do not have the prerequisites
can get, in terms of extra Hit Dice. (This is not
for a bonus feat. If this is so, the creature can
an absolute limit, but exceptions are extremely
still use the feat. If you wish to customize the
rare.) Often, intelligent creatures advance by
creature with new feats, you can reassign its
gaining a level in a character class instead of
other feats, but not its bonus feats. A creature
just gaining a new Hit Die.
cannot have a feat that is not a bonus feat
unless it has the feat’s prerequisites. Level Adjustment: This line is included in the
entries of creatures suitable for use as player
Environment: This line gives a type of climate
characters or as cohorts (usually creatures
and terrain where the creature is typically
with Intelligence scores of at least 3 and
found. This describes a tendency, but is not
possessing opposable thumbs). Add this
exclusionary.
number to the creature’s total Hit Dice,
Organization: This line describes the kinds of including class levels, to get the creature’s
groups the creature might form. A range of effective character level (ECL). A character’s
numbers in parentheses indicates how many ECL affects the experience the character earns,
combat-ready adults are in each type of group. the amount of experience the character must
Many groups also have a number of have before gaining a new level, and the
noncombatants, expressed as a percentage of character’s starting equipment.
the fighting population. Noncombatants can
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Additional Details
In addition to the standard Statistics Block and
Other Details, some entries may have the
following sections also.
Characters: Found in template entries only,
Characters describes the effects of the
template on creature’s classes. Unless the
effects of a vampire template vary from the
core vampire template as presented in your
MM, this entry is absent.
Age Categories: Some vampires progress in
power with age. Age categories show the
improvement of a particular vampire template
over time.
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Algul History
The algul (a.k.a. ghoul, agul) comes from the
Medium Undead tales and legends of middle-eastern lands, and
Hit Dice: 1d12 (6 hp) is featured in Arabian/One Thousand and One
Initiative: +1 Nights. Algul are always female, and are
Speed: 30 ft. (6 squares) considered deathless demons (djinn) that
Armour Class: 13 (+1 Dex, +2 natural armor), dwell in graveyards and especially enjoy the
touch 11, flat footed 12 blood and flesh of dead infants.
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d4+1) or claw +3
Feeding
Alguls eat the flesh of the dead and drink the
(1d4+2)
blood of the living. Occasionally
Full Attack: 2 claws +3 melee (1d4+2) or a bite
they trick travellers into
+3 melee (1d4+1)
following them to a secluded
Space/Reach: 5 ft./5 ft.
place, where they ambush
Special Attacks: Blood drain
and feed on them.
Special Qualities: Damage reduction
10/bludgeoning, fast healing 1, undead traits, Alguls sometimes
vulnerability to fire marry human men and
Saves: Fort +0, Ref +2, Will +2 can even bare them
Abilities: Str 14, Dex 12, Con —, Int 11, Wis offspring, but they can
10, Cha 13 be identified by the fact
Skills: Bluff +5, Perform (dance) +5 that they are only willing
Feats: Dodge to eat a few grains of rice
Environment: Any, often in per day, sneaking away at
deserts or places of the dead night to graveyards to feast on
Organisation: Solitary or in a the dead.
group (3-6)
Alguls are particularly fond of
Challenge Rating: 1
the flesh of infants.
Treasure: Standard
Alignment: Almost always evil Sleeping
Advancement: 1-5 HD (medium) or by Alguls prefer to sleep in
class cemeteries, graveyards or other
Level Adjustment: +3 places of the dead. Some may
The woman looks up from her take a husband and appear to
grisly meal and snarls. Her live an almost otherwise
eyes are wild and there is ordinary night, except they
blood running from her return to feed in the
mouth and over all her cemeteries on a nightly basis.
clothes.
Combat
The algul is a cemetery-dwelling The algul prefers, unless
demonic undead that comes from Algul attacking in groups, to lure away
middle-eastern tradition. They are victims that she thinks she can
female demons that devour the flesh of manage. She will attempt to bite her victims.
corpses and drink the blood of the living.
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Blood Drain (Ex): The algul uses her blood Armour Class: 15 (+3 Dex, +2 deflection),
drain attack as any other vampire, and must touch 15, flat footed 12
make a grapple to pin an opponent first before Base Attack/Grapple: +1/+1
succeeding to draw blood. If the grapple check Attack: Claws +1 melee (1d4) or bite +1 melee
is successful, the algul drains 1d4 points of (1d6)
constitution and gains 5 temporary hit points. Full Attack: 2 claws +1 melee (1d4) and a bite
+1 melee (1d6)
Damage Reduction (Su): The algul has a
Space/Reach: 5 ft./5 ft.
damage reduction of 10 that can be overcome
Special Attacks: Blood drain, compulsive
by bludgeoning weapons.
dance
Fast Healing (Ex): So long as the algul’s hit Special Qualities: Bird form, baobban sith
points do not fall below 0 it heals 1 hit point weaknesses, damage reduction 5/cold iron,
per round. If it is reduced to 0 hit points, it is low-light vision
destroyed. Saves: Fort +6, Ref +5, Will +2
Abilities: Str 10, Dex 17, Con 22, Int 11, Wis
Weaknesses 10, Cha 17
The algul is vulnerable to fire. The algul takes Skills: Bluff +8, Diplomacy +8, Gather
50% more damage from fire attacks. Information +8, Perform (dance) +16, Sense
Motive +5, Survival +5
Algul As Player Characters Feats: Dodge
Algul characters must be female and have the
Environment: Forest or mountain.
following racial traits.
Organisation: Solitary or in a group (3-6)
v +4 Strength, +2 Dexterity, +2 Charisma. Challenge Rating: 3
v Medium size. Treasure: Standard
v An algul’s base land speed is 30 feet. Alignment: Always chaotic evil
v Racial Hit Dice: An algul always uses a d12 Advancement: 3-7 HD (medium)
as her hit dice, regardless of class. Level Adjustment: +4
v +2 natural armor bonus.
Before you is a beautiful young maiden dressed in
v Natural Weapons: Bite (1d4) and 2 claws
green. She dances about wildly, gesturing you to
(1d4). come and join her in her dance.
v Low-light vision.
v Special Attacks: Blood drain. Beneath her long green dress, the Baobban
v Special Qualities: Damage reduction Sith hides her cloven hooves. She will lure
10/bludgeoning, fast heal 1, undead traits, young men to her side and dance with them
vulnerability to fire. until they are tired and worn out. It is then
v Automatic Languages: Common and that she will reveal her true nature, embracing
abyssal. Bonus Languages: Any. the exhausted male by grappling him and
v Favored class: Any. tearing at his neck with claw and teeth,
v Level adjustment +3. lapping up the blood in the process.
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History Combat
The Baobban Sith (pro. bavaan-shee) (a.k.a. Baobban sith prefer to weaken their foes
baobhan-sith) is a malicious faerie creature before attacking them. It may use its bird form
from Scottish myth and folklore. The baobban to spy upon potential victims. A solitary
sith is not actually an undead creature, but baobban sith will lure away a single victim
rather, a form of bloodsucking evil fey that where possible, and seldom attack greater
preys on young men in particular who are out numbers unless in a group. If outnumbered or
in the wilds. severely weakened, the boabban sith will try
to take its bird form and fly away. They
Creation seldom return to seek revenge upon their
Baobban sith are not created as other vampires opponents.
are. In fact, they are not undead creatures,
they are fey, and are born into their existence. Alternate Form (Su): A baobban sith can
assume the shape of a crow or raven as a
Baobban sith can create offspring with human, standard action. This ability is similar to a
half-elf or elven male, or other male fey, such polymorph spell cast by a 12th-level character,
as a satyr. The resulting child is always born except that the baobban sith does not regain
both a girl and a baobban sith. hit points for changing form and must choose
from among the forms mentioned here. While
Feeding in its alternate form, the baobban sith loses its
The baobban sith will wait for her victim to compulsive dance ability, but it gains the
become warn out from the pleasure of her natural weapons and
dancing, at which point she will cease him extraordinary special
and tear a horrendous wound in his neck with attacks of its new form. It
her fingernails and teeth, feeding from him. can remain in that
She is a particularly vicious and messy blood form until it
drinker, as much blood is wasted from the assumes
rupture of her kill.
Baobban sith require very little actual blood to
sustain them, but find a euphoric rush in
taking a life.
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Blood Drain (Ex): A carmillite vampire can as it has at least 1 hit point. If reduced to 0 hit
suck blood from a living victim with its fangs points in combat the carmillite vampire will
by making a successful grapple check. If it attempt to flee using its dematerialise special
pins the foe, it drains blood, dealing 1d4 quality. It then must recover in its coffin for a
points of Constitution drain each round the period of one hour, after which it regains 1 hit
pin is maintained. On each such successful point and then continues to heal as normal at
attack, the carmillite vampire gains 5 a rate of 5 hit points per round.
temporary hit points.
Resistances (Ex): A carmillite vampire has
Withering Grasp (Su): A carmillite resistance to cold 10 and electricity 10.
vampire’s extraordinary strength also can on
Turn Resistance (Ex): A carmillite vampire
occasion cause a draining affect on a limb that
has +4 turn resistance.
is grasped. On a successful touch attack, it
may use its withering grasp to drain 1d4 Abilities: Increase from the base creature as
points of strength. This can only be used once follows: Str +10, Dex +4, Cha +4. As an undead
per round. creature, a carmillite vampire does not have a
Constitution score.
Special Qualities: A carmillite vampire
retains none of the special qualities of the Skills: Carmillite vampires
corpse of the base creature it inhabits, but have a +8 racial bonus on
gains those described below. Bluff, Hide, Listen, Move
Silently, Search, Sense
Dematerialise (Su): A carmillite vampire is
Motive, and Spot checks.
capable of dematerialising its body into an
Otherwise same as the base
incorporeal form as a standard action.
creature.
While in this state, it is able to both
move through solid matter and Feats: Carmillite
teleport without error. While in this vampires gain
state, the carmillite vampire is both Alertness, Combat
invisible and incorporeal. Reflexes, Dodge,
Improved Initiative,
The teleporting ability of the
and Lightning
dematerialisation functions as the spell
Reflexes,
Greater Teleport as cast by a 14th level
assuming the
character. The carmillite vampire uses this
base creature
ability to teleport back to its coffin, which
meets the
may be miles away from where it otherwise
prerequisites
‘appears’ to live.
and doesn’t
When the carmillite vampire rematerialises, already have
it is also able to remove any evidence on its these feats.
person of where it has been. For example
Environment: Any,
the carmillite vampire sleeps submerged in
usually same as base
a coffin filled with blood, but it is able to
creature
rematerialise without a trace of blood on its
clothes or body. Organization: Solitary
Carmillite Vampire
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creature +3
Feeding
Treasure: Double standard. The carmillite vampire visits its victims
usually at night before it retires to its bloody
Alignment: Always evil (any).
coffin, though it can move about during the
Advancement: By character class. day and acts and behaves as a mortal creature
during these times.
Level Adjustment: Same as the base creature
+10. In general the carmillite vampire feeds on
victims it otherwise does not know, often
History preferring those of a similar age and
The carmillite vampire is essentially the appearance to itself.
culmination of a number of vampire myths of
central Europe – LeFanu’s vampire character However, on occasions, the carmillite may
Carmilla has a mix of powers that seem to be become obsessed with a particular victim,
derived in particular from the Upier and often growing very attached to them and
Zmeu. drawing out the period of seduction and
visitation to a length that could span months if
Carmilla’s submergence in blood while resting not years.
in her coffin and activity from the later part of
the day into the night are obviously derived Sleeping
from the Polish Upier, a creature also known During the hours between midnight and
to have a voracious diet and for drawing midday it is most common for the carmillite
blood from its forked tongue. Such vampires vampire to return to its coffin. It does so using
may be destroyed by staking, decapitation and its dematerialisation ability to teleport back to
cremation, just as Carmilla. its grave, which is a coffin filled with blood
(about 7” in depth).
It seems also the Moldavian legend of the
Zmeu, or at least parts of it, have influenced When it leaves again, it is able to rematerialise
LeFanu’s take on the vampire. The Zmeu is a without soiling itself with the blood in which
vampire capable of dematerialising into a mist it immerses itself.
that can go through walls, teleport or
The carmillite vampire is only semi-nocturnal,
otherwise disappear, as well as having a
and may easily move about even in direct
pageant for inducing hallucinations,
sunlight.
controlling minds and seducing others.
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Purity of Body (Ex): Immunity to all The bite attack deals damage according to size
diseases except for magical diseases such as as found in the Creature Size, Ability Scores
mummy rot and lycanthropy. and Damage table found in Chapter 5: Making
Monsters of the MM.
Creating a Ch’ing Shih Vampire
The claws are so large that they deal damage
The ch’ing shih is a template that can be
as if the base creature was one size larger and
added to any humanoid or monstrous
according to the claw damage in the Dragon,
humanoid creature (referred to hereafter as
True entry in the MM. For example, a medium
the base creature).
base creature as a ch’ing shih does 1d8 with
Size and Type: The creature’s type changes to each of its claw attacks.
undead (augmented humanoid or monstrous
However, if the base creature has monk levels,
humanoid). Do not recalculate base attack
use the monk’s unarmed attack if it is greater.
bonus, saves or skill points. Size is unchanged.
Special Attacks: In addition to those of the
Hit Dice: Increase all current and future Hit
Dice to d12s. base creature, the ch’ing shih gains the
following special attacks.
Speed: Same as the base creature.
Blood Drain (Ex): A ch’ing shih can suck
Armor Class: The base creature’s natural blood from a living victim with its mouth by
armor bonus improves by +6. making a successful grapple
Attack: A ch’ing shih retains only the natural check. If it pins the foe,
attacks of the base creature but also gains a it drains blood, dealing
slam attack and two claw attacks if it didn’t 1d4 points of
already have them, as well as a bite attack as Constitution drain each
found in the Creature Size, Ability Scores and round the pin is
Damage table found in Chapter 5: Making maintained. On each
Monsters of the MM. such successful
attack, the
The slam attack is as according to the standard ch’ing shih
vampire found in the MM. gains 5
The claws are so large that they deal damage temporary hit
as if the base creature was one size larger and points.
according to the claw damage in the Dragon,
True entry in the MM. For example, a medium
base creature as a ch’ing shih does 1d8 with
each of its claw attacks.
Full Attack: A ch’ing shih fighting uses either
its slam attack, bite or two claws (see above)
or its natural weapons (if it has any).
Damage: Ch’ing shihs have slam attacks, bites
and two claw attacks. If the base creature does
not have any or all of these attack forms:
Poisonous
The slam attack is as according to the standard Breath (Ex): The
vampire found in the MM. Ch’ing Shih has a
deadly breath
Ch’ing Shih
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that poisons the bodies of those who smell it. creature, a ch’ing shih has no Constitution
The stench is so foul that all within a 30 ft. score. A ch’ing shih also has no intelligence
radius of the creature that inhale the breath score.
must make a DC 16 fortitude save or suffer
Environment: Any, usually same as base
2d6 points of immediate constitution damage
creature.
and another 2d6 points of constitution damage
as secondary damage one minute later. Organization: Solitary.
Special Qualities: A ch’ing shih retains none Challenge Rating: Same as the base creature
of the special qualities of the corpse of the +2.
base creature it inhabits, but gains those Treasure: Double standard.
described below.
Alignment: Always evil (any).
Alternate Form (Su): A ch’ing shih can
assume the shape of either a dire raven, will- Advancement: By character class.
o’-wisp or a wolf as a standard action. This Level Adjustment: Same as the base creature
ability is similar to a polymorph spell cast by a +8.
12th-level character, except that the ch’ing
shih does not regain hit points for changing History
form and can only change into this form and The ch’ing shih (a.k.a. Chiang-Shih, Gyonshi,
back. While in its alternate form, the ch’ing Jiangshi, Kiang Shi, Xiang Shi, Xi Xie Gui) is a
shih loses its natural slam, bite and claw vampire that comes from the myth and
attacks and its poison breath, but it gains the folklore of ancient China. There are numerous
natural weapons and extraordinary special folktales, stories and historical accounts of the
attacks of its new form. It can remain in that occurrences of ch’ing shih in China. It was
form until it assumes another or until the next generally thought that the ch’ing shih was
sunrise. reanimated by a demonic portion of the
Fly (Su): If a ch’ing shih survives for 100 inferior soul called the P’o. See the notes on
creation for detail.
years, it gains the ability to Fly as the spell as if
cast by a 12th level character.
Creation
Fast Healing (Ex): A ch’ing shih heals 5 The reasons for the creation of a ch’ing shih
points of damage each round so long as it has are numerous and complicated. The Chinese
at least 1 hit point. If reduced to 0 hit points in were of the belief that each person has two
combat the ch’ing shih becomes helpless and souls; the Hun, or superior soul that strives for
inactive. During this time, it may be destroyed heaven, and the P’o, or inferior soul, that
by staking and decapitation or cremated. remains in the body after death, is inherently
Otherwise, after one hour, it regains 1 hit malignant, and represents the shadow side of
point and then continues to heal as normal at even the most saintly of disposition.
a rate of 5 hit points per round.
A strong P’o is enough to resurrect a corpse
Resistances (Ex): A ch’ing shih has into a vampire, regenerating from something
resistance to cold 10 and electricity 10. as small as a rotted toe or bones. However,
usually a violent death (such as a suicide,
Turn Resistance (Ex): A ch’ing shih has +4
turn resistance. hanging, drowning or asphyxiation) is needed
for a corpse to rise as a ch’ing shih.
Abilities: Increase from the base creature as
follows: Str +12, Dex +4. As an undead
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Alternatively, a burst of bad luck (or negative vampire is unable to leave its boundaries. It is
energy) might be enough to resurrect a corpse unable to break the circle of its own accord.
as a vampire, giving control of the corpse over
Furthermore, if the vampire encounters a pile
to the dormant P’o. For example, if a black cat
of rice, it must count every single grain before
leapt over the corpse (bad luck in China) it
it can move on.
may infuse the P’o with enough negative
energy to become active. Ch’ing shih cannot cross running water, nor
climb trees or ladders.
Regardless of the reasons for a ch’ing shih to
become active, it could only be done during Destroying a Ch’ing Shih: The only true way
the period between when the deceased died to destroy a ch’ing shih is to either cremate its
and when it was buried. For this reason, remains to ashes, or to stake it through the
corpses that are left without a proper burial heart and decapitate it.
are subject to becoming ch’ing shih. Alternatively, contact with the sun will
destroy it, its remains withering up like a
Feeding prune.
The ch’ing shih uses its long, curved claws to
slash at its victim, creating wounds from Characters
which it can feed. It can also use its poison Ch’ing Shih are not appropriate as player
breath to kill its victim, which it then may characters, as they are considered mindless
devour completely.
undead, at least insofar as they are ruled by
As the ch’ing shih draws its power from the the P’o – the irrational soul, and as such are
moon, it is a lunatic, and is most active on the not capable of rational thought.
nights of the full moon and gibbous moon, Most class abilities are rendered useless by the
less active at half moon and crescent moon, ch’ing shih – not for a lack of being capable of
and totally inactive during the nights of the them, but rather the lack of the faculties to use
new moon.
them. Complex feats, skills and class abilities
are rendered useless. Automatic feats however
Sleeping still function fine.
The ch’ing shih resides underground during
the day time because sunlight can kill it. It Ch’ing Shih’s can no longer use divine magic
enjoys haunting rarely used temples, shrines or cast spells as wizards. They lack the
and abandoned monasteries as well as burial faculties to prepare spells from a spell book or
sites. through prayer. Sorcerers are the exception as
they come to their magic naturally. Spell-like
Its resting place must be sheltered from the
abilities also continue to function as normal.
sun, which destroys the vampire by withering
Bardic spells also work, but often are not
it into nothingness.
effectively employed by the vampire due to
Ch’ing Shih Weaknesses their nature.
The Ch’ing Shih is a powerful undead Bards: Bards are unable to use their bardic
creature, but it has several vulnerabilities that music ability, or any of those abilities derived
can be exploited in order to subdue or defeat from it.
it.
Sorcerers: Sorcerers, and only sorcerers retain
Repelling a Ch’ing Shih: Ch’ing shih can be their spell knowledge in undeath as a ch’ing
kept at bay by drawing a circle of rice about shih.
them. While the circle is complete, the
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Sample Dearg-Due She will then use her stunning glance to stun
This sample uses a 5 level commoner as the
th her victim, and then use her blood drain to
base creature. feed from him.
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or its natural weapons (if it has any). If armed back to its grave. Once at rest in its grave, a
with a weapon, it usually uses the weapon as dearg-due resumes healing at the rate of 5 hit
its primary attack along with a slam or other points per round, however, it will be unable to
natural weapon as a natural secondary attack. rise until the following night, unless
disturbed. If this happens, it must feed again
Damage: Dearg-due have slam attacks. If the
the following night as if it were the full moon
base creature does not have this attack form,
(or anniversary of its death).
use the appropriate damage value as shown
under the Vampire entry in the MM, Resistances (Ex): A dearg-due has resistance
according to the dearg-due’s size. Creatures to acid 10, cold 10, electricity 10 and fire 10.
that have other kinds of natural weapons
Turn Resistance (Ex): A dearg-due has +8
retain their old damage values, or use the
turn resistance.
appropriate value from the slams table,
whichever is better. Abilities: Increase from the base creature as
follows: Str +4, Dex +4, Cha +6. As an undead
Special Attacks: A dearg-due retains all the
creature, a dearg-due has no Constitution
special attacks of the base creature and gains
score.
those described below. Saves have a DC of 10
+ 1/2 vampire’s HD + dearg-due’s Cha Skills: Dearg-dues have a +8 racial bonus on
modifier unless noted otherwise. Bluff, Hide, Listen, Move Silently, Search,
Sense Motive, and Spot checks. Otherwise
Blood Drain (Ex): A dearg-due can suck
same as the base creature.
blood from a living victim with its deadly kiss
by making a successful grapple check. If it Feats: Dearg-due gain Alertness, Combat
pins the foe, it drains blood, dealing 1d4 Reflexes, Dodge, Improved Initiative, and
points of Constitution drain each round the Lightning Reflexes, assuming the base
pin is maintained. On each such successful creature meets the prerequisites and doesn’t
attack, the dearg-due gains 5 temporary hit already have these feats.
points. Environment: Any, usually same as base
Stunning Glance (Su): As a standard action, creature.
a dearg-due can stun a creature within 30 feet Organization: Solitary.
with a look. The target creature must succeed
on a Fortitude save or be stunned for 2d4 Challenge Rating: Same as the base creature
rounds. +1.
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But to secure his family, her father forced her She must feed in this way either once every
into an arranged marriage with a much full moon or once a year, depending on the
wealthier man. Her husband treated her legend.
badly, and eventually she committed suicide.
She was buried in a small churchyard, Sleeping
supposedly located near a place in Ireland Regardless of the legend, the dearg-due
called Strongbow's Tree, in the village of spends the most of its time sleeping in her
Waterford, County Munster. grave. While she does so, her corpus does not
age or deteriorate in any way. When the time
Then, one night, the lady came back from her
comes for her to feed again, she simply rises at
grave, avenging her own life by luring both
nightfall and seeks her quarry.
her father, and her dreadful husband, to their
deaths. Dearg-Due Weaknesses
The legends differ on what happened to her The dearg-due has few weaknesses. She is not
after this: Some claimed she continued to affected by sunlight, nor even fire, or any
return every full moon, others once a year, on other weaknesses attributed to the average
the day of her death. vampire. Indeed, there is no known sure way
to destroy her – but there is a solution for
Regardless of which it was, she seduced men ending her monthly (or yearly) visitations.
with her beauty, and then drained them of
blood. Prevent a Dearg-Due From Rising: While a
true immortal creature is almost impossible to
This was not however the oldest legend of the kill, the dearg-due can be subdued by
dearg-due – just the most popular. The legend successfully locating her grave and building a
of the dearg-due stretches back to Celtic times, cairn (large pile of stones) over it.
before Christianity arrived in Ireland.
Until such times (if ever) as the cairn is
Creation removed, the creature is unable to rise once a
The Dearg-Due is created when a woman who month (or yearly) to make her visitations
was in a bad marriage commits suicide upon young men.
because of her poor treatment.
Characters
A year after her death and burial, she rises Dearg-due do not gain levels very quickly
again as a creature of the night and may take
because they spend so much of their time
her vengeance on her husband (and/or
sleeping. They operate under the same
inconsiderate father) and then continue to
limitations as the vampire template, as found
extract vengeance on the male species. in the MM.
Feeding
The Dearg-Due, depending on the legend you Demon
wish to follow, only need feed either once
every full moon, or once a year on the Not all vampires are suitably classified under
anniversary of her death. the category of undead. Indeed, some forms of
vampire are clearly demonic in nature,
She seduces young men, often those who particularly those derived from Christian and
mistreat women, luring them away to Jewish mythology and legend.
somewhere isolated where she attacks and
then drains them of blood until they have no The succubus can be found in the MM of your
blood left. core rule set. However, the succubus of the
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core rules only partially represents the demon Reflexes, Mobility, Power Attack
as it was in folklore and history. The succubus Environment: Any
(and consequently incubus) entry found Organisation: Solitary, pair, or gang (3–5)
below is more reflective of such creatures. You Challenge Rating: 6
may use either at your discretion. Treasure: Double standard
Alignment: Lawful evil
DEMONIC VAMPIRE Advancement: By character class
The demonic vampire is part demon instead Level Adjustment: +9
of undead, and as such, becomes a native
The creature before you just moments ago looked
outsider upon creation instead of an undead
like a normal human warrior. But now its face has
creature.
warped and changed into that of a demon.
Demonic vampires sleep and require blood for
sustenance, but not breathe or have beating Combat
hearts. Demonic vampires cease to age from The demonic vampire prefers to lure victims
the moment of their death. away under its mortal guise, or prey on the
weak and innocent – those who are generally
Demonic vampires speak any languages they easy targets. Demonic vampires, especially in
knew in life.
groups, are known to underestimate their
opponents.
Sample Demonic Vampire
The following sample demonic vampire is Demonic vampires prefer to use their natural
based on a 5th level human fighter. attacks instead of weapons, relying on their
supernatural strength.
Medium Outsider (Native, Evil)
Hit Dice: 5d10+15 (45 hp) Creating a Demonic Vampire
Initiative: +8 “Demonic vampire” is an acquired template
Speed: 30 ft. (6 squares) that can be added to any humanoid or
Armour Class: 20 (+4 Dex, +6 natural), touch monstrous humanoid (hereafter referred to as
14, flat-footed 16 the base creature).
Base Attack/Grapple: +5/+11
Attack: Unarmed strike +11 melee (1d6+6) The demonic vampire uses the base creature’s
Full Attack: 2 unarmed strikes +11 melee statistics and special abilities except as noted
(1d6+6) below.
Space/Reach: 5 ft./5 ft. Size and Type: The base creature’s type
Special Attacks: Blood drain, create vampire changes to outsider (native, evil). Size remains
Special Qualities: Damage reduction unchanged.
10/magic, demonic form, demonic vampire
weaknesses, outsider traits, resistance to cold Speed: Same as base creature.
5 and electricity 5 Armor Class: Increase the natural armor
Saves: Fort +7, Ref +5, Will +1 bonus of the base creature by +6.
Abilities: Str 23, Dex 18, Con 17, Int 12, Wis
Attack: In addition to its existing attacks, the
10, Cha 8
demonic vampire’s unarmed strike becomes
Skills: Bluff +3, Climb +14, Intimidate +7,
as effective as a 1st level monk’s.
Jump +14
Feats: Cleave, Combat Reflexes, Dodge, Full Attack: The demonic vampire can make
Endurance, Great Cleave, Improved Initiative, two unarmed strikes with no penalty as a full
Improved Unarmed Strike, Lightning attack
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Damage: In addition to its existing attacks, the doesn’t affect the demonic vampire in game
demonic vampire gains an unarmed strike terms.
attack equivalent to a 1st level monk (1d6 for
Resistances (Ex): A vampire has resistance
medium creatures, and can deal lethal
to cold 5 and electricity 5.
damage).
Abilities: Increase from the base creature as
Special Attacks: A demonic vampire retains
follows: Str +8, Dex +4, Con +4.
all the special attacks of the base creature and
gains those described below. Saves have a DC Feats: Demonic vampires gain Combat
of 10 + 1/2 demonic vampire’s HD + demonic Reflexes, Dodge, Improved Initiative,
vampire’s Cha modifier unless noted Improved Unarmed Strike and Lightning
otherwise. Reflexes, assuming the base creature meets the
prerequisites and doesn’t already have these
Blood Drain (Ex): A demonic vampire can
feats.
suck blood from a living victim with its fangs
by making a successful grapple check. If it Environment: Any, usually same as base
pins the foe, it drains blood, dealing 1d4 creature.
points of Constitution drain each round the Organization: Solitary, pair, or gang (3–5)
pin is maintained. On each such successful
attack, the vampire gains 5 temporary hit Challenge Rating: Same as the base creature
points. +1.
Special Qualities: A vampire retains all the Level Adjustment: Same as the base creature
special qualities of the base creature and gains +4.
those described below.
History
Blood Healing (Ex): A demonic vampire that Demonic vampires have little basis in history,
consumes a pint of animal, humanoid or as least insofar as that while many vampires
monstrous humanoid blood is able to heal were considered to be demonic in origin, no
three times as fast as normal (i.e. a 5 HD historical vampire from folklore or mythology
demonic vampire heals 15 hp per day instead fits the description of the demonic vampire as
of 5 hp). However, demonic vampires cannot portrayed here.
otherwise heal naturally.
Rather, the demonic vampire is inspired by a
Damage Reduction (Su): A vampire has relatively modern (late 20th century) concept of
damage reduction 10/ magic. A vampire’s the vampire as presented in popular fiction.
natural weapons are treated as magic The demonic vampire has a demon soul
weapons for the purpose of overcoming instead of a mortal soul.
damage reduction.
Creation
Demonic Form (Su): A demonic vampire can
Demonic vampires are created when another
assume its demonic form as a standard action.
demonic vampire drains a victim to 0
If the vampire is feeding, angry or injured it
constitution and gives the dying creature a
must make a DC 18 will save or change
regardless. The change is purely cosmetic and
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drink of its own blood. The victim will rise Speed: 30 ft. (6 squares)
shortly after burial as a new demonic vampire. Armour Class: 20 (+1 Dex, +9 natural), touch
11, flat footed 19
Feeding Base Attack/Grapple: +6/+8
When feeding the vampire must either Attack: Claw +8 melee (1d6+2)
voluntarily change into its demonic form or Full Attack: 2 claws +8 melee (1d6+2)
make a DC 18 will save or change anyway. Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, stamina
Sleeping drain
The demonic vampire is not bound to any Special Qualities: Damage reduction 10/cold
specific time of day or sleeping pattern but for iron or good, darkvision 60 ft., immunity to
obvious reasons is an almost purely nocturnal electricity and poison, resistance to acid 10,
creature. cold 10, and fire 10, spell resistance 18,
telepathy 100 ft., tongues
Demonic Vampire Weaknesses Saves: Fort +10, Ref +6, Will +7
The demonic vampire has the following
Abilities: Str 15, Dex 13, Con 20, Int 16, Wis
weaknesses.
14, Cha 26
Repelling a Demonic Vampire: Demonic Skills: Bluff +19, Concentration +14,
vampires have no mortal soul and do not cast Diplomacy +12, Disguise +17* (+19 acting),
a reflection. Escape Artist +10, Hide +10, Intimidate +19,
Knowledge (any one) +12, Listen +19, Move
Demonic vampires are utterly unable to enter
Silently +10, Search +12, Spot +19, Survival +2
a home or other building unless invited in by
(+4 following tracks), Use Rope +1 (+3 with
someone with the authority to do so. They
bindings)
may freely enter public places, since these are
Feats: Dodge, Improved Grapple, Persuasive
by definition open to all.
Environment: Any
Slaying a Demonic Vampire: Reducing a Organization: Solitary
demonic vampire’s hit points to 0 or lower Challenge Rating: 7
incapacitates it but doesn’t always destroy it. Treasure: Standard
However, certain attacks can slay demonic Alignment: Always chaotic evil
vampires. Advancement: 7-12 HD (medium)
Exposing any demonic vampire to direct Level Adjustment: +6
sunlight disorients it: It can take only a single The incubus (male, pl. incubi, fem. Succubus,
move action or attack action and takes 3d6 fem. pl. succubi) and succubus are demons
points of damage in the next round and each that prey upon the sexual energies of men and
round thereafter if it cannot escape. women. They are malevolent demons, known
Driving a wooden stake through a vampire’s for their tendency to seek pleasure out of
seducing the most pious of individuals.
heart instantly slays the monster, turning it to
dust. An incubus is 6 feet tall in its natural form and
Decapitation also achieves the same effect. 180 pounds. A succubus is the same height but
125 pounds.
INCUBUS/SUCCUBUS Incubi and succubi speak common and
Medium Outsider (Chaotic, Extraplanar, Evil) abyssal.
Hit Dice: 6d8+30 (57 hp)
Initiative: +1
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Hit Dice: 5d8 (20 hp) these skills against undead creatures.
Initiative: +3 Likewise, he gets a +4 bonus on weapon
Speed: 30 ft. (6 squares) damage rolls against such creatures. He also
Armour Class: 16 (+3 Dex, +3 mw studded receives the same benefits when fighting evil
leather), touch 13, flat footed 13 outsiders, though at a +2 bonus instead of +4.
Base Attack/Grapple: +5/+7
Two Weapon Combat Style (Ex): When
Attack: Masterwork cold iron longsword +7
wearing light or no armor the dhampir is
melee (1d8+2) or +1 silver short sword +8 melee
treated as having the two weapon fighting feat
(1d6+3) or longbow +8 ranged (1d8)
even if he does not have the normal
Full Attack: Masterwork cold iron longsword
perquisites for the feat.
+5 melee (1d8+2) and +1 silver short sword +7
melee (1d6+2) or longbow +8 ranged (1d8) Spells: Spells Known (Rgr —/1): 1st —
Space/Reach: 5 ft./5 ft. Alarm, Animal Messenger, Animal Trance,
Special Attacks: None Animal Trick, Bloodhound, Calm Animals,
Special Qualities: See invisible, vampiric Camouflage, Charm Animal, Dawn, Delay
curse, vampiric detection Poison, Detect Animals or Plants, Detect
Saves: Fort +4, Ref +7, Will +3 Poison, Detect Snares and Pits, Endure
Abilities: Str 14, Dex 17, Con 10, Int 11, Wis Elements, Entangle, Hawkeye, Hide from
15, Cha 10 Animals, Jump, Longstrider, Magic Fang, Pass
Skills: Handle Animal +8, Jump +10, Listen without Trace, Read Magic, Resist Energy,
+12, Move Silently +11, Search +2, Spot +12, Speak with Animals, Summon Nature`s Ally I.
Survival +10 Spells Prepared (Rgr —/1): 1st – Bloodhound.
Feats: Endurance, Track, Two-Weapon
Defense, Two-Weapon Fighting, Weapon Creating a Dhampir
Finesse “Dhampir” is a template that can be added to
Environment: Any any humanoid creature (hereafter referred to
Organisation: Solitary as the “base creature”).
Challenge Rating: 5
Special Qualities: The dhampir has the
Treasure: Standard
Alignment: Chaotic neutral following special qualities in addition to those
of the base creature.
Advancement: By character class
Level Adjustment: +6 See Invisible: The dhampir is able to see
creatures with natural or magical invisibility
An elven warrior clad in studded leather, wielding
as if they were completely visible.
a cold iron longsword and silver shortsword stands
at the ready before you. Vampiric Curse: The dhampir is destined
from birth to become a vampire when it dies.
Combat The type is usually identical to its parents.
The dhampir will stalk his quarry if possible,
keeping to the shadows and moving silently, Vampiric Detection: The dhampir has the
preferably tracking his prey to its lair. The uncanny ability to detect vampires. On seeing
dhampir prefers to lure its prey into areas that a vampire, the dhampir receives a strong
give him a tactical advantage. intuition that the creature is a vampire.
Additionally, the dhampir can see a vampire,
Favoured Enemy (Ex): The dhampir even if it is invisible or in an alternative form.
receives a +4 bonus on Bluff, Listen, Sense The dhampir always recognises a vampire for
Motive, Spot, and Survival checks when using what it is, unless the vampire is magically
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Dire Vampire Bat liquid each round the prey remains stunned.
Sonic Screech (Ex): A dire vampire bat can
Large Animal emit a terrifying screech that both stuns and
Hit Dice: 4d8+12 (30 hp) hurts. The screech is directed in a 40 ft. cone.
Initiative: +6 Those in the cone’s radius take 1d6 sonic
Speed: 20 ft. (4 squares), fly 40 ft. (good) damage (DC 15 fortitude save for half). In
Armor Class: 20 (–1 size, +6 Dex, +5 natural), addition, those affected must make a second
touch 15, flat-footed 14 fortitude save at DC 13 or become stunned for
Base Attack/Grapple: +3/+10 1d4+1 rounds. In this state, the creature is
Attack: Bite +5 melee (1d8+4) unable to move, and is affected as if under the
Full Attack: Bite +5 melee (1d8+4) influence of a Hold Monster spell.
Space/Reach: 10 ft./5 ft.
Special Attacks: Blood Drain, Sonic Screech
Special Qualities: Blindsense 40 ft.
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Combat
The draugr can use its weapons and
is often buried with them, though it
prefers to administer damage
through one of its powerful slaps.
The druagr has little care for odds and
is considered aggressive. It simply
lunges for the nearest victim.
Creating a Draugr
“Draugr” is an acquired template that
can be applied to any humanoid
Draugr
or monstrous humanoid
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(hereafter referred to as the base creature). Resistances (Ex): A draugr has resistance to
cold 10 and electricity 10.
Size & Type: The creature’s type changes to
undead (augmented humanoid or monstrous Turn Resistance (Ex): A draugr has +4 turn
humanoid). The creature’s size also increases resistance.
by one size category.
Abilities: Increase from the base creature as
Hit Dice: Increase all current and future Hit follows: Str +12, Dex +2. As an undead
Dice to d12s. creature, the draugr has no constitution score.
Armor Class: The base creature’s natural Environment: Any
armor class bonus increases by +10.
Organization: Solitary
Special Attacks: The draugr retains all the
Challenge Rating: +2
special attacks of the base creature and gains
those described below. Treasure: Standard
Blood Drain (Ex): A draugr can suck blood Alignment: Any evil
from a living victim with its mouth by making Advancement: By character class
a successful grapple check. If it pins the foe, it
drains blood, dealing 1d4 points of Level Adjustment: +8
Constitution drain each round the pin is
maintained. On each such successful attack,
History
the draugr gains 5 temporary hit points. The draugr (pl. draugar) is one of the oldest
forms of vampire as found in mythology. The
Create Draugr (Su): A creature killed by a earliest sources are the Icelandic sagas, which
draugr’s mighty slap attack will become one recount tales of Norse mythology from before
in death. Likewise, so will a creature drained the 12th century.
of all constitution through a blood drain
attack. The draugr is considered a form of undead
that rises from its grave hungry for food and
Mighty Slap (Ex): As a standard attack, the envious of the warm fires of the living. While
draugr can lay a mighty slap on its opponent. there are other undead ‘wights’ in Norse
The slap does the equivalent of a normal mythology that are similar to the draugr, they
vampire slam attack for the draugr’s size are usually bound to their place of burial, or
category. In addition, the opponent must are almost indistinguishable from the draugr.
make a save as if against a bull rush or be
thrown 10 feet back. A sea-dwelling variant of the draugr exists
that is created from the spirits of drowned
Special Qualities: A draugr retains all the sailors, and dwells in the water instead of the
special qualities of the base creature and gains grave.
those listed below.
Draugar are said to be blue (or black) as death
Damage Reduction (Ex): A draugr has or corpse-pale, and are said to swell to the size
damage reduction 10/cold iron. and weight of an ox.
Fast Healing (Ex): A draugr heals 5 points of
damage each round so long as it has at least 1
Creation
The draugr is created when a victim is killed
hit point. If the draugr is reduced to 0 hit
by a druagr. The victim is destined to arise in
points it becomes helpless, regaining 1 hit
death as a new draugr.
point per hour until it regains consciousness
and heals as normal at 1 hit point.
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Feeding Weaknesses
The estrie lives on a diet solely of blood. It The estrie must rest in its grave, and must turn
drains it victim with its bite, usually from the into its demonic form to take flight.
neck or at other major arteries. Its preferred
Disabling an Estrie: If an estrie has been
victims are children, though any humanoid
identified, placing dirt in its mouth while it
blood will do.
rests in its grave will render it inactive.
Sleeping
The estrie has a grave that it inhabits and rests Lamia
in. While the estrie is not affected by the
sunlight and can operate normally in the day, Large Undead
it usually is up by night and sleeps through Hit Dice: 5d12 (32 hp)
the daylight hours. While in its grave, the Initiative: +2
estrie is essentially a corpse. Speed: 40 ft. (8 squares)
Armour Class: 20 (+2 Dex, +8 natural), touch
Combat 12, flat footed 18
The estrie avoids being seen by its enemies Base Attack/Grapple: +2/+5
and seldom lets a creature that has seen it in Attack: Bite +6 melee (1d8+2), 2 claws +6
its natural form survive. melee (1d6+4) or tail +6 melee (1d8+6)
Full Attack: Either 2 claws +6 melee (1d6+4)
Alternative Form (Su): The estrie is able to
and a bite +6 melee (1d8+2) or a tail +6 melee
assume the shape of any humanoid creature
(1d8+6) and a bite +6 melee (1d8+2)
as a standard action. This ability is similar to a
Space/Reach: 10 ft./5 ft.
polymorph spell cast by a 12th-level character,
Special Attacks: Blood drain, improved grab,
except that the estrie does not regain hit points
constrict 1d8+6
for changing form and must choose from
Special Qualities: Alternate form, damage
among the forms mentioned. While in its
reduction 5/magic, darkvision 120 ft., low-
alternate form, the estrie loses its natural
light vision
attacks, but gains the natural weapons and
Saves: Fort +1, Ref +1, Will +4
extraordinary special attacks of its new form.
Abilities: Str 19, Dex 14, Con --, Int 11, Wis 10,
It can remain in that form until it assumes
Cha 17
another, though it must revert to its natural
Skills: Bluff +8, Hide +7, Listen +5, Move
form in order to fly.
Silently +7
Blood Drain (Ex): An estrie can suck blood Feats: Cleave, Power Attack
from a living victim with its mouth by making Environment: Any
a successful grapple check. If it pins the foe, it Organisation: Solitary or in a group (3-6)
drains blood, dealing 1d6 points of Challenge Rating: 6
Constitution drain each round the pin is Treasure: Standard
maintained. On each such successful attack, Alignment: Usually chaotic evil
the estrie gains 5 temporary hit points. Advancement: 7-9 HD (Large), 10-14 (Huge)
Level Adjustment: +6
Fast Heal (Ex): Provided the estrie has more
than 0 hit points, the estrie heals 5 points of A half-snake-half-woman rears up before you. Her
damage each round. If it is reduced below lower torso is that of a serpent, while her upper
zero, it is destroyed. torso is that of a beautiful woman. Her haunted
eyes never seem to close.
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Lamiae have the upper body of a human lover, and granted her the power to remove
woman with serpentine eyes and snake’s her eyes when she wished to rest.
fangs in addition to regular teeth, and the
But in this bitter form, constantly reminded of
lower body of a serpent. In general, the
the horrors she had beset upon her own
human torso is about one fifth of the Lamia’s
children, Lamia was envious of other mothers,
total length/height.
and so developed a habit of preying upon the
Lamiae are unable to speak in their natural blood of other women’s children.
forms and can only emit pleasant hisses, but
While the legend of Lamia herself ends here, it
understand and can read common and
is clear that there are more creatures like her.
abyssal.
Lamiae prey on the blood of innocent
History children, which according to legend they lure
The Lamia (pl. Lamiae) is a creature of both in with their breasts. Conversely, the later
Greek and consequently Roman mythology. incarnations of Lamiae prey also upon young
men, which they lure away by transforming
In Greek mythology, Lamia was the queen of
into beautiful women.
Libya, and of very beautiful visage. Zeus
(Jupiter), king of the gods fell in love with
Combat
Lamia, and had an affair with her, which
Lamiae prefer to lure away their victims from
resulted in children.
a group and attack them one at a time. Often
Hera (Juno), the goddess wife they will use their alternate form ability to
of Zeus found out and in her polymorph into a beautiful human and use
jealousy and wrath cursed her appeal to draw her victim away into a
Lamia so that she was quiet place.
compelled to murder her
If this isn’t possible however, lamiae are still
own children by drinking
confident combatants and favour their
their blood. In her lament
constrict ability.
over what she had done,
Lamia became a monster Alternative Form (Su): The lamia can
with the upper torso of assume the shape of a beautiful elf, half-elf or
a woman and the human woman as a standard action. This
lower body of a snake. ability is similar to a polymorph spell cast by a
12th-level character, except that the lamia does
She was also cursed to be
not regain hit points for changing form and
unable to close her eyes, so
must choose from among the forms
that she would always have
mentioned here. While in its alternate form,
the image of her sins fresh
the lamia loses its natural attacks and but it
in her mind. Zeus
gains the natural weapons of its new form. It
however felt sorry for
can remain in that form until it assumes
his former
another.
Blood Drain (Ex): A lamia can suck blood
from a living victim with its mouth by making
a successful grapple check. If it pins its foe, it
drains blood, dealing 1d4 points of
Constitution drain each round the pin is
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Blood Drain (Ex): A langsuir can suck blood Level Adjustment: Same as the base creature
from a living victim with its neck by making a +4.
successful grapple check. If it pins the foe, it
drains blood, dealing 1d4 points of History
Constitution drain each round the pin is The langsuir comes from Malaysian
maintained. On each such successful attack, mythology and folklore, and
the langsuir gains 5 temporary hit points. are created when a woman
dies in childbirth or
Ngilai Wail (Su): The langsuir is capable of dies as a result of
emitting a terrifying wail called a ‘ngilai’, finding out her child
which affects all creatures within a 40 ft. was born dead. In
radius of the langsuir. All creatures, within the many ways the
radius capable of hearing, take 1d6 points of langsuir is similar to
sonic damage (will save for half). the banshee of Celtic
Special Qualities: The base creature gains the folklore – it is known to
following special qualities. cry out in its grief with
a blood-curdling
Alternate Form (Su): At will (as a standard
scream, which can
action) the langsuir is able to achieve the form hurt mortals.
of an owl to move about covertly. This ability
is similar to a polymorph spell cast by a 12th- Its dead offspring
level character, except that the langsuir does might too become
not regain hit points for changing form and a sort of vampiric
can only transform into an owl or back into creature called a
her humanoid form. While in its alternate pontianak. Like its
form, the langsuir loses her natural claw mother it can take the
attacks, but she gains the natural weapons and form of an owl that
extraordinary special attacks of its new owl lives on blood and
form. fishes, but does not
much else.
Fast Heal (Ex): The langsuir is capable of
healing 1 hit point every round so long as it Creation
has more than zero hit points. If reduced When a woman dies in
below zero hit points, it is destroyed. childbirth, or of a
Abilities: Increase from the base creature as broken heart because
follows: Str +2, Dex +4, Cha +6. her child was stillborn,
she may rise forty days
Environment: Any, usually same as base
after death as a
creature.
langsuir.
Organization: Solitary.
Feeding
Challenge Rating: Same as the base creature The langsuir
+1. normally enjoys a
Langsuir
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diet of children’s blood, though it also known Abilities: Str 10, Dex 17, Con 14, Int 11, Wis
for its love of fish, which it steals wherever 10, Cha 6
possible, usually from local fishermen. Skills: Balance + 11, Climb +11, Hide +11,
Listen +2, Spot +2
Sleeping Feats: Weapon finesse
The langsuir is not bound by any hours of the Environment: Warm forests
day nor place to rest. If tamed it behaves just Organisation: Solitary
as any other woman would. Challenge Rating: 2
Treasure: Standard
Langsuir Weaknesses Alignment: Neutral evil
Langsuir have the following weaknesses. Advancement: By character class
Taming a Langsuir: A langsuir can be tamed, Level Adjustment: +4
if a man wishes one for his wife, by stuffing An evil-looking monkey-like creature glares at you
her hair into the hole on the back of her neck from under its hiding place.
and cutting her nails.
The lobishomen is one of the more bizarre
Destroying a Tamed Langsuir: A langsuir varieties of vampiric creatures. It is a primate-
that has been tamed will return to spirit form like small creature that while lives on a diet of
(essentially being destroyed) if she dances or blood, does not require very much to survive.
rejoices in any way shape or form.
It is a creature that is considered more a
Preventing a Langsuir From Rising: To
prevent a creature from rising as a langsuir,
place glass beads in the corpses mouth, hen’s
eggs under its armpits and needles in the
palm of each hand.
Lobishomen
Small Monstrous Humanoid
Hit Dice: 2d8+4 (12 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 90 ft. (good)
Armour Class: 16 (+1 size, +3 Dex, +2 natural),
touch 13, flat footed 12
Base Attack/Grapple: +2/+2
Attack: Bite +3 melee (1d2 + enthral women)
or claw +3 melee (1d4)
Full Attack: Bite +3 (1d2 + enthral women)
and claw +3 melee (1d4) or 2 claws +3 melee
(1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, enthral women
Special Qualities: Damage reduction 5/magic,
fast healing 2, lobishomen weaknesses, low-
light vision
Saves: Fort +2, Ref +5, Will +2
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trouble maker than dangerous, as its bite DC 16 will save or become an unwitting thrall
causes women to enter a nymphomaniac state of the lobishomen’s mischief. Failing bestows
that only can be halted by the riddance of the nymphomaniac tendencies on the woman.
lobishomen. Any male who she lays with will become
fatigued. Any man who is the victim of a
Lobishomen cannot speak, but understand
nymphomaniac on more than one occasion in
common and the tongue of animals.
a 24-hour period becomes exhausted.
History Destroying the lobishomen or casting dispel
The lobishomen is a Brazilian myth regarding magic on the thrall removes the lobishomen’s
a small, stumpy, monkey-like creature with a sway.
yellow face, a hunched back, bloodless lips, Fast Healing (Ex): So long as it has more
black teeth and a bushy beard. The bite of this than 0 hit points, the lobishomen heals 2 hit
creature was said to make its female victims points each round.
into nymphomaniacs.
Skills: Lobishomen have a +8 racial bonus
Feeding on Balance and Climb checks. They can
The lobishomen requires only a small amount always choose to take 10 on Climb checks,
of blood each day. Blood however is even if rushed or threatened. They use their
intoxicating to the lobishomen, and drinking Dexterity modifier instead of their Strength
large quantities of it renders it drunk and modifier for Climb checks.
docile – the perfect state for being rid of it.
Lobishomen Weaknesses
Sleeping The lobishomen has the following
The lobishomen is nocturnal, but not bound weaknesses.
by any rules that prevent it from moving Destroying a Lobishomen: A lobishomen is
about in the day. It prefers to bite its victims destroyed by first getting it drunk on blood,
while they are sleeping however, so that it is (leaving out a bucket of blood is sufficient),
not so easily detected. and then crucifying it while repeatedly
stabbing it to death.
Combat
The lobishomen is a creature that prefers to
avoid combat, staying behind the scenes to Master Vampire
wreak mischief amongst sentient races.
Master vampires appear as gaunt, pale
Blood Drain (Ex): A lobishomen can suck versions of their mortal selves, often with
blood from a living victim with its mouth by more feral or animalistic features. They dress
making a successful grapple check. If it pins according to tastes, which more often than not
the foe, it drains blood, dealing 1d4 points of involves all the lavish decadence of an
Constitution drain each round the pin is aristocratic lifestyle. Sometimes they can be
maintained. On each such successful attack, slightly out of touch with the world, dressing
the lobishomen gains 5 temporary hit points. in old styles and fashions that hint at their true
age.
Damage Reduction (Su): The lobishomen
has a damage reduction of 5/magic. Master vampires know and speak any
languages they knew in life.
Enthral Women (Su): Any female
humanoid or female monstrous humanoid
that is bitten by the lobishomen must make a
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free-willed nosferatu. A nosferatu that is Fast Healing (Ex): A master vampire heals 7
enslaved may create and enslave nosferatu of points of damage each round so long as it has
its own, so a master vampire can control a at least 1 hit point. If reduced to 0 hit points in
number of lesser nosferatu in this fashion. A combat, it automatically assumes gaseous
master vampire may voluntarily free an form and attempts to escape. It must reach its
enslaved progeny in order to enslave a new coffin home within 2 hours or be utterly
nosferatu, but once freed, a nosferatu cannot destroyed. (It can travel up to nine miles in 2
be enslaved again. hours.) Any additional damage dealt to a
vampire forced into gaseous form has no
Dominate (Su): A vampire can crush an
effect. Once at rest in its coffin, a vampire is
opponent’s will just by looking into his or her
helpless. It regains 1 hit point after 1 hour,
eyes. This is similar to a gaze attack, except
then is no longer helpless and resumes healing
that the vampire must use a standard action,
at the rate of 5 hit points per round.
and those merely looking at it are not affected.
Anyone the vampire targets must succeed on Gaseous Form (Su): As a standard action, a
a Will save or fall instantly under the master vampire can assume gaseous form at
vampire’s influence as though by a dominate will as the spell (caster level 9th), but it can
person spell (caster level 12th). The ability has remain gaseous indefinitely and has a fly
a range of 30 feet. speed of 20 feet with perfect manoeuvrability.
Special Qualities: A vampire retains all the Resistances (Ex): A master vampire has
special qualities of the base creature and gains resistance to cold 10 and electricity 10.
those described below.
Spider Climb (Ex): A master vampire can
Alternate Form (Su): A master vampire can climb sheer surfaces as though with a spider
assume the shape of a bat, dire bat, wolf, or climb spell.
dire wolf as a standard action. This ability is
Turn Resistance (Ex): A master vampire has
similar to a polymorph spell cast by a 12th-level
+8 turn resistance.
character, except that the vampire does not
regain hit points for changing form and must Abilities: Increase from the base creature as
choose from among the forms mentioned here. follows: Str +12, Dex +6, Int +4, Wis +4, Cha +6.
While in its alternate form, the master As an undead creature, a master vampire has
vampire loses its natural slam attack and no Constitution score.
dominate ability, but it gains the natural Skills: Master vampires have a +8 racial bonus
weapons and extraordinary special attacks of on Bluff, Hide, Listen, Move Silently, Search,
its new form. It can remain in that form until it Sense Motive, and Spot checks. Otherwise
assumes another or until the next sunrise. (If same as the base creature.
the base creature is not terrestrial, this power
might allow other forms.) Feats: Master vampires gain Alertness,
Combat Reflexes, Dodge, Improved Initiative,
Control Weather (Su): The master vampire and Lightning Reflexes, assuming the base
can control weather as the spell as if cast by a creature meets the prerequisites and doesn’t
14th level druid. already have these feats.
Damage Reduction (Su): A master vampire Environment: Any, usually same as base
has damage reduction 10/magic. A master creature.
vampire’s natural weapons are treated as
magic weapons for the purpose of overcoming Organization: Solitary, but may have a legion
damage reduction. of subservient minions.
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Challenge Rating: Same as the base creature (but falls somewhere between 25 and 35 years
+4. in appearance).
Treasure: Double standard. The master vampire need only feed every so
often, and certainly not on a daily basis.
Alignment: Always evil (any).
However, the mere presence of blood may be
Advancement: By character class. enough to drive the master vampire into a
Level Adjustment: Same as the base creature frenzy.
+12.
Sleeping
The master vampire appears for the most part When dawn time comes, the vampire must
a paler, gaunter form of its former self, often return to its coffin, which also must have in,
with a slightly more feral appearance. The underneath or around it the soil of its
master will appear to age if it does not feed homeland.
very often, and so may appear from any age
The master vampire then enters a trance-like
since its death to extreme old age.
state, which can only be shaken at the times of
History dawn, noon and dusk. At any of these times, it
The master vampire is modelled off of the may regain consciousness and walk about for
most famous literary vampire in history – the duration of an hour. In this state (while the
Count Dracula. While the classical vampire sun is up), the master vampire cannot
might reflect the Count’s minions, Stoker’s shapeshift into any other form than the
creation is beyond the powers of any mere current one it had taken before sunrise, and
vampire. He is able to control the weather, cannot use any of its supernatural abilities. It
knows the location and mind of any creature can still however use its extraordinary abilities
that has tasted his blood in addition to being as normal.
stronger and more powerful than a common Upon the time of the setting sun, the master
vampire. vampire is restored to full strength.
Creation Hibernation
The master vampire is usually the result of During periods of inactivity, the master
either a curse or a soul pact ritual spell. Master vampire may spend extended periods of time
vampires cannot be created by any other way. in its grave. Once entering this kind of state,
the master vampire cannot rise, unless
Feeding disturbed, for a period of at least 3d6+2 years.
The master vampire appears to age the longer
it does not drink. With the passing of years, it Weaknesses
can appear to be even older than is possible The master vampire for all his power is not
for its natural race. However, drinking fresh completely immune to harm. Likewise, there
blood rejuvenates the master vampire’s are ways to detect the master vampire.
appearance by one year for each constitution Repelling a Master Vampire: Master
point of blood he drains.
vampires cannot tolerate the strong odour of
Depending on how old the master vampire garlic and will not enter an area laced with it.
was when it became a vampire, it may Similarly, they recoil from a mirror (due to
rejuvenate to an appearance that looks to be their absence of a soul) or a strongly presented
the same age as when it died, or to an ageless holy symbol. These things don’t harm the
state where age cannot be easily determined master vampire—they merely keep it at bay.
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Necurat
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Feeding Initiative: +7
Speed: 30 ft. (6 squares)
The necurat lives on a diet of blood as well as
Armour Class: 21 (+3 Dex, +6 natural, +2
food and drink, much like other eastern
masterwork leather), touch 13, flat footed 18
European vampires.
Base Attack/Grapple: +5/+11
Sleeping Attack: Slam +11 melee (1d6+9) or +1 bastard
The necurat periodically returns to its grave sword +13 melee (1d10+12) or masterwork
and is a primarily nocturnal creature, though shortbow +9 ranged (1d6)
it is not affected by the sun. Full Attack: Slam +11 melee (1d6+9) or +1
bastard sword +13 melee (1d10+12) or
Necurat Weaknesses masterwork shortbow +9 ranged (1d6)
Necurat have the following weaknesses. Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, children of the
Destroying a Necurat: The necurat can be
night, create nosferatu, dominate
destroyed by reducing its hit points to 0 and
Special Qualities: Alternate form, damage
then staking it through the heart. This will
reduction 10/magic, fast healing 5, gaseous
slay the necurat, but should the stake be
form, nosferatu weaknesses, resistance to cold
removed, it may become reanimate and heal
10 and electricity 10, spider climb, undead
once more.
traits
The necurat can be slain permanently by Saves: Fort +4, Ref +6, Will +4
decapitating the head and preferably then Abilities: Str 22, Dex 17, Con --, Int 12, Wis 12,
cremating the remains. Cha 16
Skills: Bluff +11, Climb +10, Hide +11, Listen
Nosferatu +15, Move Silently +11, Ride +9, Search +9,
Sense Motive +9, Spot +15
The nosferatu is a representation of the Feats: Alertness, Blind-Fight, Combat
vampire as portrayed in Bram Stoker’s Reflexes, Dodge, Exotic Weapon Proficiency
Dracula. Nosferatu is the word Van Helsing (bastard sword), Improved Initiative,
used to describe the vampire. It is in fact a Lightning Reflexes, Mobility, Power Attack,
culmination of the vampire legends of Europe Weapon Focus (bastard sword), Weapon
manifested into a single form (the name itself Specialization (bastard sword)
being a misspelling of necurat). Environment: Temperate plains.
Organisation: Solitary
This template more representative of
Challenge Rating: 7
Dracula’s brides or other potential progeny,
Treasure: Double standard
rather than Dracula himself, who is in turn
Alignment: Always evil (any)
represented earlier in the work as the Master
Advancement: By character class
template.
Level Adjustment: +13
Nosferatu speak any languages they knew in
This pale enchantress is dressed in leather and
life.
brandishes a bastard sword slung over one
shoulder as if its weight were nothing.
Sample Nosferatu
This example uses a 5th-level human fighter as Combat
the base creature.
The nosferatu’s slam attack is treated as a
Medium Undead (Augmented Humanoid) magic weapon for the purposes of overcoming
Hit Dice: 5d12 (32) damage reduction.
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The DC is 15 for the Will save verses the either its slam attack or its primary natural
vampire’s domination ability. weapon (if it has any). A nosferatu armed
with a weapon uses its slam or a weapon, as it
Possessions: +1 bastard sword, masterwork
desires.
shortbow, masterwork leather, potion of haste.
Full Attack: A nosferatu fighting without
Creating a Nosferatu weapons uses either its slam attack (see above)
“Nosferatu” is an acquired template that can or its natural weapons (if it has any). If armed
be added to any humanoid or monstrous with a weapon, it usually uses the weapon
humanoid creature (referred to hereafter as its primary attack along with a slam or
as the base creature). other natural weapon as a natural
A nosferatu uses all the base creature’s secondary attack.
statistics and special abilities except as Damage: Nosferatu have slam attacks. If
noted here. the base creature does not have this
Size and Type: The creature’s attack form, use the appropriate
type changes to undead damage value as shown under the
(augmented humanoid or Vampire entry in the MM,
monstrous humanoid). Do not according to the vampire’s size.
recalculate base attack Creatures that have other kinds
bonus, saves, or skill of natural weapons retain
points. Size is their old damage values
unchanged. or use the appropriate
value from the table
Hit Dice: Increase all below, whichever is
current and future better.
Hit Dice to d12s.
Special Attacks: A
Speed: Same as the nosferatu retains all
base creature. If the base the special attacks of
creature has a swim the base creature and
speed, the nosferatu gains those described
retains the ability to below. Saves have a
swim and is not DC of 10 + 1/2
vulnerable to immersion nosferatu’s HD +
in running water (see nosferatu’s Cha
below). modifier unless noted
Armor Class: The base otherwise.
creature’s natural armor Blood Drain (Ex): A
bonus improves by +6. nosferatu can suck blood from a
Nosferatu
Attack: A nosferatu retains all the living victim with its fangs by making
attacks of the base creature and also gains a a successful grapple check. If it pins the foe, it
slam attack if it didn’t already have one. If the drains blood, dealing 1d4 points of
base creature can use weapons, the vampire Constitution drain each round the pin is
retains this ability. A creature with natural maintained. On each such successful attack,
weapons retains those natural weapons. A the nosferatu gains 5 temporary hit points.
nosferatu fighting without weapons uses
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Children of the Night (Su): Nosferatu except that the vampire does not regain hit
command the lesser creatures of the world points for changing form and must choose
and once per day can call forth 1d4+1 rat from among the forms mentioned here. While
swarms, 1d4 bat swarms, or a pack of 2d6 in its alternate form, the vampire loses its
wolves as a standard action. (If the base natural slam attack and dominate ability, but
creature is not terrestrial, this power might it gains the natural weapons and
summon other creatures of similar power.) extraordinary special attacks of its new form.
These creatures arrive in 2d6 rounds and serve It can remain in that form until it assumes
the nosferatu for up to 1 hour. another or until the next sunrise. (If the base
creature is not terrestrial, this power might
Dominate (Su): A nosferatu can crush an
allow other forms.)
opponent’s will just by looking into his or her
eyes. This is similar to a gaze attack, except Damage Reduction (Su): A nosferatu has
that the vampire must use a standard action, damage reduction 10/magic. A vampire’s
and those merely looking at it are not affected. natural weapons are treated as magic
Anyone the nosferatu targets must succeed on weapons for the purpose of overcoming
a Will save or fall instantly under the damage reduction.
nosferatu’s influence as though by a dominate
Fast Healing (Ex): A nosferatu heals 5 points
person spell (caster level 12th). The ability has
of damage each round so long as it has at least
a range of 30 feet.
1 hit point. If reduced to 0 hit points in
Create Nosferatu (Su): A humanoid or combat, it automatically assumes gaseous
monstrous humanoid slain by a nosferatu’s form and attempts to escape. It must reach its
blood drain over three consecutive nights rises coffin home within 2 hours or be utterly
as a vampire 1d4 days after burial. destroyed. (It can travel up to nine miles in 2
hours.) Any additional damage dealt to a
The new nosferatu is under the command of
vampire forced into gaseous form has no
the nosferatu that created it and remains
effect. Once at rest in its coffin, a vampire is
enslaved until its master’s destruction. At any
helpless. It regains 1 hit point after 1 hour,
given time a nosferatu may have enslaved
then is no longer helpless and resumes healing
nosferatu totalling no more than twice its own
at the rate of 5 hit points per round.
Hit Dice; any nosferatu it creates that would
exceed this limit are created as free-willed Gaseous Form (Su): As a standard action, a
nosferatu. A nosferatu that is enslaved may nosferatu can assume gaseous form at will as
create and enslave its own nosferatu, so a the spell (caster level 5th), but it can remain
master nosferatu can control a number of gaseous indefinitely and has a fly speed of 20
lesser nosferatu in this fashion. A nosferatu feet with perfect manoeuvrability.
may voluntarily free an enslaved nosferatu in
Resistances (Ex): A nosferatu has resistance
order to enslave a new one, but once freed, a
to cold 10 and electricity 10.
nosferatu cannot be enslaved again.
Spider Climb (Ex): A nosferatu can climb
Special Qualities: A nosferatu retains all the
sheer surfaces as though with a spider climb
special qualities of the base creature and gains
spell.
those described below.
Turn Resistance (Ex): A nosferatu has +4
Alternate Form (Su): A nosferatu can
turn resistance.
assume the shape of a bat or wolf as a
standard action. This ability is similar to a Abilities: Increase from the base creature as
polymorph spell cast by a 12th-level character, follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.
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As an undead creature, a nosferatu has no occur after the deceased dies many years later
Constitution score. of natural causes.
Skills: Nosferatu have a +8 racial bonus on After several nights, the victim rises again
Bluff, Hide, Listen, Move Silently, Search, from the grave as a new nosferatu unless
Sense Motive, and Spot checks. Otherwise precautions are made to prevent this from
same as the base creature. happening.
Feats: Nosferatu gain Alertness, Combat The victim looses possession of their soul
Reflexes, Dodge, Improved Initiative, and when this happens, and will consequently no
Lightning Reflexes, assuming the base longer be able to cast neither a reflection nor a
creature meets the prerequisites and doesn’t shadow.
already have these feats.
Feeding
Environment: Any, usually same as base
The nosferatu does not need to feed more than
creature.
a few times per year, which, coupled with the
Organization: Solitary, pair, or gang (3–5) prevention methods taken towards a victim’s
corpse in parts of the world that are infested,
Challenge Rating: Same as the base creature
explains how vampirism is not a far greater
+2.
epidemic.
Treasure: Double standard.
During times when there is little blood to be
Alignment: Always evil (any). had, the vampire continues to age at three
Advancement: By character class. times the rate as if it were a mortal creature.
When it is able to feed again, it regains a year
Level Adjustment: Same as the base creature of youth for every constitution point of blood
+8. drained from a victim until they appear to be
either the age they died at or a an age
History equivalent to about 25 human years.
The Nosferatu is a vampire from the folklore
of Romania. While in recent times, the exact However, just because the nosferatu need not
spelling and original meaning of the word drink blood so very often does not mean they
‘nosferatu’ are in doubt (it appears to do not crave it. Often the sight of blood is
reference a creature that spreads the plague enough to excite and sometimes even craze
and not a vampire), there is also folklore the nosferatu into a frenzy.
pertaining to a vampire of the same name.
Sleeping
Such creatures were considered to have an The nosferatu enters a trance-like state after
excessive sex drive, and visited their former sunrise, in which its powers are diminished
spouses after death for these purposes. considerably. It can only wake from this
However, the nosferatu presented here is a trance at dawn, noon or dusk, and while
true culmination of many eastern and central resting must do so in its coffin which must
European vampire legends. contain soil from its native land.
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daylight hours. In addition it cannot use its healing). However, certain attacks can slay
domination powers to control its victims as it nosferatu.
might do in the night time.
Immersing a nosferatu in running water robs
It has however, full control over its physical it of one-third of its hit points each round until
faculties, including its great strength. it is destroyed at the end of the third round of
immersion.
Nosferatu Weaknesses
Driving a wooden stake through a nosferatu’s
The nosferatu for all its powers still has
heart instantly slays the monster. However, it
several drawbacks that limit their mobility
and potence. returns to life if the stake is removed, unless
the body is destroyed. A popular tactic is to
Repelling a Nosferatu: Nosferatu cannot cut off the creature’s head and fill its mouth
tolerate the strong odour of garlic and will not with garlic or cremate its remains and scatter
enter an area laced with it. Similarly, they the ashes, preferably into a fast flowing river.
recoil from a mirror (due to their absence of a
soul) or a strongly presented holy symbol.
These things don’t harm the nosferatu—they
Rakshasa
merely keep it at bay. A recoiling nosferatu The rakshasa appears as a human that can
must stay at least 5 feet away from a creature take on animalistic features, including
holding the mirror or holy symbol and cannot retractable claws and fangs. It also possesses
touch or make melee attacks against the the ability to shapeshift into a variety of
creature holding the item for the rest of the animals. Rakshasi (female rakshasa) appear as
encounter. Holding a nosferatu at bay takes a beautiful women to entice men to their deaths.
standard action.
Nosferatu are also unable to cross running Sample Rakshasa
water, except at the ebb and flow of the tide, The following sample rakshasa uses a 3rd level
although they can be carried over it while human aristocrat as the base creature.
resting in their coffins or aboard a ship. Medium Outsider (Native, Evil)
They are utterly unable to enter a home or Hit Dice: 3d8+12 (24 hp)
other building unless invited in by someone Initiative: +4
with the authority to do so. They may freely Speed: 30 ft. (6 squares)
enter public places, since these are by Armour Class: 20 (+4 Dex, +6 natural), touch
definition open to all. They may not however 14, flat footed 16
cross onto holy ground. Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+2) or claw +4 melee
Placing a wild rose on the coffin of a sleeping (1d6+2 plus poison)
nosferatu prevents it from rising until the rose Full Attack: Bite +4 melee (1d6+2) and claw +4
rots away or is removed. melee (1d6+2 plus poison) or 2 claws +4 melee
Nosferatu must sleep in, or in a coffin (1d6+2 plus poison)
surrounded by, their native soil – that is, soil Space/Reach: 5 ft./5 ft.
from the land of the nosferatu’s birth. Special Attacks: Blood drain, poisonous
claws, spells
Slaying a Nosferatu: Reducing a nosferatu’s Special Qualities: Alternate form, damage
hit points to 0 or lower incapacitates it but
reduction 5/fire, outsider traits, rakshasa
doesn’t always destroy it (see the note on fast weaknesses
Saves: Fort +4, Ref +5, Will +3
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Abilities: Str 14, Dex 19, Con 17, Int 12, Wis Both the teeth and claws that compose these
10, Cha 16 weapons are retractable as a free action.
Skills: Bluff +9, Diplomacy +13, Disguise +5,
Full Attack: A rakshasa fighting uses either its
Forgery +3, Hide +7, Intimidate +11, Perform
bite or two claws (see above), its other natural
(Act) +9, Sense Motive +6
weapons (if it has any) or by weapons
Feats: Combat Casting, Combat Reflexes,
according to class.
Deceitful
Environment: Any Damage: A Rakshasa has a bite and two claw
Organisation: Solitary attacks. If the base creature does not have
already any or all of these attack forms:
Challenge Rating: 5 The bite and claw attacks deal damage
according to size as found in the Creature
Treasure: Double standard Size, Ability Scores and Damage table
Alignment: Neutral evil found in Chapter 5: Making Monsters of
Advancement: By character class the MM.
Level Adjustment: +8
Special Attacks: In addition to
The young aristocrat suddenly takes on a those of the base creature, the
feral look, its eyes filled with malevolence rakshasa gains the following
and hatred. special attacks.
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bear’s endurance, invisibility, acid arrow; created by the Hindu god Brahma to protect
3rd—haste, suggestion. the sea from those that wanted to steal the
elixir of immortality, however in later times it
Special Qualities: A rakshasa not only retains
became known as a flesh eating, blood eating
the special qualities of the base creature but
demon that favoured preying on the weak and
also gains those described below.
helpless.
Alternate Form (Su): A rakshasa can assume
the shape of a bat, dog, monkey, owl, tiger, or Creation
vulture. This ability is similar to a polymorph A rakasha is created when a child is
spell cast by a 12th-level character, except that encouraged to eat human brains. During
the rakshasa does not regain hit points for puberty, the child will undergo a great
changing form and can only change into this physical change.
form and back. While in its alternate form, the
rakshasa loses its natural attacks but it gains Feeding
the natural weapons and extraordinary special The rakshasa prefers to prey on the weak and
attacks of its new form. It can remain in that helpless, and will also disguise itself as a
form until it assumes another or until the next beautiful woman to lure young men to their
sunrise. deaths. It devours the flesh as well as the
blood.
Damage Reduction (Su): The rakshasa has
damage reduction 5/fire. Sleeping
Fast Healing (Ex): The rakshasa will heal 1 The rakshasa is nocturnal by necessity, as
hit point every round so long as it has more direct sunlight is able to destroy it.
than –10 hit points. If it reaches –10 hit points,
it ceases to heal for 24 hours. If the rakshasa is
Rakshasa Weaknesses
Rakshasa have the following weaknesses.
in this time exposed to sunlight, it is
permanently destroyed. Vulnerability to Fire: A rakshasa takes 50%
more damage from attacks that deal fire
Abilities: Increase from the base creature as
follows: Str +6, Dex +4, Con +4, Cha +2. damage.
Destroying a Rakshasa: A rakshasa may be
Environment: Any, usually same as base
creature. destroyed by direct sunlight as the vampire
template from the MM.
Organization: Solitary.
A rakshasa may also be destroyed if it is
Challenge Rating: Same as the base creature cremated.
+3.
Treasure: Double standard. Romantic Vampire
Alignment: Always evil (any).
The romantic vampire is a corporeal creature
Advancement: By character class. that, while undead, is not inherently evil.
Romantic vampires certainly do have souls,
Level Adjustment: Same as the base creature
and a conscience, though many over time
+6.
come to accept what they are and develop an
History alternative system of morals and values that
The rakshasa (fem. Rakshasi) is a creature reflect their vampiric nature.
originating in India. Originally its kind was
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(if it has any). A vampire armed with a Special Qualities: A romantic vampire retains
weapon uses its slam or a weapon, as it all the special qualities of the base creature
desires. and gains those described below.
Full Attack: A romantic vampire fighting Damage Reduction (Su): A romantic vampire
without weapons uses either its slam attack has two forms of damage reduction 5/fire. A
(see above) or its natural weapons (if it has romantic vampire's natural weapons are
any). If armed with a weapon, it usually uses treated as magic weapons for the purpose of
the weapon as its primary attack along with a overcoming damage reduction.
slam or other natural weapon as a natural
Death Sleep (Ex): Unless the vampire
secondary attack.
succeeds at a Will save vs. DC 22, she will
Damage: Vampires have slam shortly fall into a deep
attacks. If the base creature sleep with the coming
does not have this attack dawn. For each age
form, use the appropriate category above fledgling
damage value from the this DC is reduced by 1
table on p252 of the MM, point.
according to the vampire's
Detect Thoughts (Ex): At
size.
will, the romantic vampire
Special Attacks: A can detect thoughts as the
romantic vampire retains spell.
all the special attacks of
Fast Healing (Ex): A
the base creature and
romantic vampire heals 5
gains those described
points of damage each
below. Saves have a DC
round so long as it has at
of 10 + 1/2 romantic
least 1 hit point. If
vampire's HD + romantic
reduced to -10 hit points
vampire's Cha modifier +
in combat, it
romantic vampire’s age
automatically goes into
category, unless noted
stasis and is helpless. It
otherwise.
regains 1 hit point after 1
Romantic Vampire
Blood Drain (Ex): A hour and every after that
romantic vampire can until it is
suck blood from a living
Unless the vampire then feeds, she will
victim with its fangs by making a successful
continue to regenerate 1 hit point per hour
grapple check. If it pins the foe, it drains
until she is at full health and her fast healing is
blood, dealing 1d4 points of Constitution
fully functional again.
drain each round the pin is maintained. On
each such successful attack, the vampire gains Only fire or direct sunlight can kill the
5 temporary hit points. The romantic vampire without it regenerating.
vampire's blood drain is also an erotic, Improved Jump (Ex): The romantic vampire
pleasurable experience for both victim and is capable of making incredible, inhuman
vampire. The victim must make a Will save vs. jumps. At each new age category, starting
a DC equal to 11 + the romantic vampire's age with Young, the DC for both jumping long
category, or be unwilling to resist the grapple.
and high is reduced by 1 for each foot. So at
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Fledgling, to jump 4 feet the vampire must example could receive one of these messages).
succeed as normal, a DC 16 jump check. Unless a vampire has Extrasense, it may only
However, if the vampire were Young, the DC send direct, personal telepathic messages via
would be reduced to just 12 (3 for each foot its line of sight.
instead of 4).
Vampires may unintentionally broadcast their
Once a romantic vampire reaches the Old age thoughts at times, though only vampires of a
category, the DC for each foot is halved from 1 higher age category can hear them and only
to just ½, and this is halved again for each age those with the Extrasense salient power can
category until the vampire receives the Flight pinpoint their exact origin and respond
salient power as a Millennium Child. accordingly.
Low-Light Vision (Ex): Romantic vampires Abilities: Increase from the base creature as
receive low-light vision if they did not already follows: Str +4, Dex +6, Int +2, Wis +2, Cha +4.
possess it. As an undead creature, a romantic vampire
has no Constitution score.
Mind Fog (Ex): Romantic vampires can also
fog the minds of those victims that they take Skills: Romantic vampires have a +8 racial
blood from and do not kill. They can cloud the bonus on Bluff, Hide, Jump, Listen, Move
memories of the event, leaving a confused Silently, Search, Sense Motive, and Spot
victim that remembers little to nothing of checks.
what happened.
Romantic vampires also receive a +8 racial
Resistances (Ex): A romantic vampire has bonus to three of their class skills, reflecting
resistance to cold 10 and electricity 10. the ease at which a vampire can practice its
previous skills.
Suggestion (Ex): Romantic vampires use
natural charm and a form of telepathic Feats: Romantic vampires gain Alertness,
suggestion to lure their victims to an Combat Reflexes, Dodge, Improved Initiative,
appropriate place to drink of them. This and Lightning Reflexes, assuming the base
ability works like a suggestion spell, and can creature meets the prerequisites and doesn't
be used at will according to the rules for that already have these feats.
spell.
Environment: Any, usually same as base
Turn Resistance (Ex): A romantic vampire creature.
has +4 turn resistance.
Organization: Solitary, pair, coven (3-5), or
Telepathy (Ex): A romantic vampire can use great coven (5-12)
mental telepathy to communicate with other
Challenge Rating: Same as the base creature
creatures. However, a romantic vampire
+3.
cannot communicate this way with either its
maker or its fledglings. The range of this Treasure: Double standard.
power increases with age. The base fledgling Alignment: Usually evil or chaotic neutral
range is 1000 ft. and doubles in range for
every additional age category. Advancement: By character class
This telepathy is more or less a one-way affair Level Adjustment: Same as the base creature
(like a radio transmission) that can only be +10.
received by other romantic vampires or other
creatures that use psionics (a mind flayer for
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Blood that is not fresh (that has lost its so with a number of willing victims, the
warmth) does not carry very much sustenance vampire can successfully feed without causing
for the romantic vampire and twice as much is harm. The physical sensations of feeding may
required to be consumed in order to provide be enough to inspire a mortal creature to
the same nourishment as fresh blood. volunteer to be a host for the vampire, but
controlling her urges is more difficult for the
The vampire lures her victim out to a secluded
vampire.
place using her guile, sex appeal and a touch
of her powers, perhaps to a dark alleyway, or To take only 1 constitution point of blood, the
some equally dark and lonely place. vampire must make a Will save against a DC
equal to 20 minus 1 for every age category
She then draws blood from her victim using
over fledgling. If she fails she drains a full 1d4
her tiny (otherwise unnoticeable) fangs and
points of constitution damage and must make
then proceeds to draw 1d4 constitution points
another Will save to stop herself.
worth of blood per round. The experience is
extremely sensual for both victim and Note: That while in combat the vampire
vampire, and the vampire experiences mental cannot bite her victim without a successful
flashes of the victim’s life and past deeds grapple, during the act of seduction, the
through their life’s blood. victim has usually come in a ‘willing’ state of
mind and seldom does a grapple check need
When the victim reaches a point where they
to be made.
will shortly die (is at 0 constitution points and
will die at the end of the round) the vampire The Effects of Starvation
lowers their dying body and uses a small Each vampire must consume a set amount of
amount of her blood to close the wound on blood within a given feeding period. If for
the victim’s neck (or other point of blood some reason the vampire is unable or
extraction). The fast healing present in the unwilling to feed, the effects of starvation
vampire’s blood seals the wound, but is not begin to set in once she has not fed for a
enough to restore the health of the victim or period of time equal to two times her Feeding
make them a vampire. This removes the Period.
telltale clues that a vampire has been at work
as the cause of death. The body is usually then There are several stages to vampiric
buried, dumped in a river or otherwise placed starvation.
in a position where it may continue to The first stage, which occurs when a period of
decompose, further eliminating the chances of time equal to two times the vampire’s Feeding
any evidence still remaining. Period transpires without her feeding (or still
Of course, romantic vampires do not need to fed from the effects of overfeeding), she begins
kill their victims, though most do. Few kill to experience hunger pains and feels a great
need and thirst for blood.
indiscriminately, for the kill is very intimate
and pleasurable, so often the victim will hold After another Feeding Period has transpired
specific physical or personality traits that the without sustenance, the cravings become more
vampire is attracted to. intense, but the body begins to atrophy – the
Some vampires (with a conscience) may have physical abilities (strength and dexterity)
begin to degrade by 1 point.
willing victims that they take a little blood
from each day. The average creature recovers This degradation continues reducing the
1 constitution point per day (as per the rules vampire’s physical abilities by 1 point for each
for regaining temporary ability damage), and
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immortal vampire does not gain any outsider qualities except telepathy and suggestion.
hit dice and its type remains as undead. Additionally, for every point below 0 that the
romantic vampire's hit points have reached,
Romantic Vampire Weaknesses the creature receives a cumulative -2 ability
For all their power, romantic vampires possess penalty to Str, Dex and Cha (minimum 1).
the following weaknesses: These ability penalties increase gradually back
Vulnerability to Fire: Romantic vampires are towards normal as the vampire’s hit points are
especially vulnerable to fire. They take 50% restored.
extra damage from attacks that deal fire Alternatively, if the romantic vampire goes
damage and such attacks also may overcome into stasis, hit points recover by 1 hp for every
their damage reduction. If a romantic vampire year spent in stasis.
is reduced to -10 hit points by fire damage, it
turns to ash and is permanently destroyed. Vulnerability to Sunlight: Sunlight is the
natural bane of romantic vampires, and
Fire damage stunts the romantic vampire's simple contact can ignite vampiric skin on fire.
natural fast healing, leaving the romantic Romantic vampires who become incinerated
vampire particularly vulnerable. Damage spontaneously combust into flames, taking
received from fire cannot be healed naturally. 3d8 points of fire damage per round. If they
A vampire must consume 5 constitution are reduced to -10 hit points they turn to ash,
points worth of blood to restore and are deceased.
a single hit point that was lost to fire, making As the romantic vampire ages, its resistance to
healing a process that can often take many sunlight increases. Eventually, as a romantic
years. Fire leaves the romantic vampire vampire becomes older and older, the sun has
horribly scarred, often to the point of being less and less effect until eventually, only fire
just a blackened, flaky walking corpse. This can destroy it. Fledglings exposed to sunlight
appearance improves as the romantic instantly burst into flames. As romantic
vampire's hit points are restored. vampires age, the time taken for them to burst
A romantic vampire reduced below 0 hit into flames, and the damage taken per round,
points due to fire damage cannot use any decreases until they only experience a tanning,
salient powers, nor can it use any of its special even if left in the sun for days.
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Fledgling–Independent: Fledglings, young and the hair red. The vampire also curiously
and independents immediately begin to burn has a second heart.
on contact with sunlight, taking 3d8 points of
Strigoi morti know and speak all the
fire damage each round.
languages they knew in life.
Century Child: Children of the century
begin to burn after 1d4+1 rounds and take 3d6 Sample Strigoi Mort
points of fire damage per round instead of The following sample strigoi mort uses a 5th
3d8. level human commoner as the base creature.
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Combat
The strigoi mort will attack by any A Vampire using
method it would normally attack in life. It her Spider Climb
seldom uses its other powers except to escape. special quality
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Turn Resistance (Ex): A strigoi mort has +2 was looked at by a strigoi during her
turn resistance. pregnancy.
Abilities: Increase from the base creature as Additionally, strigoi morti are able to bare
follows: Str +2, Dex +2. As an undead creature, children normally. Such offspring are
a strigoi mort has no Constitution score. considered strigoi viu (or living vampires) and
are also doomed to become a strigoi mort in
Environment: Any, usually same as base
death.
creature.
The deceased returns first for a time in an
Organization: Usually solitary.
incorporeal form, visiting the home,
Challenge Rating: Same as the base creature manipulating furniture and stealing food.
+1.
The second phase allows him to appear as he
Treasure: Standard did in life, interact with family members and
Alignment: Always evil (any). continue life as if he never died. However in
this form, he may bring disease to the family,
Advancement: By character class. and will prey on cattle.
Level Adjustment: Same as the base creature The third phase sees the strigoi turn to prey
+4. directly on his family members, drinking their
blood directly from the heart.
History
The strigoi mort (fem. strigoacia morta, masc.pl The forth phase occurs after seven years. After
strigoi morti, fem.pl strigoacie morte, a.k.a. this period, the strigoi is no longer bound to
Strigoii) is derived from the vampire legends its own grave, and may travel abroad and pass
of Romania. The strigoi mort is perhaps the for a normal human. Most remarry and have
most varied vampire by its account in folklore. offspring who in death will lead the life of
It seems in many ways to be a blend between their undead parent. The strigoi’s need for
several different vampire legends similar to it, human blood is also diminished by this stage
for example, to the vrykolakas of Greece. and it survives by preying on animals.
There is also the strigoi viu, or living vampire, Preventing Creation of Strigoi Morti
either a human that is half strigoi mort, or There are a number of ways a corpse may be
destined to become a strigoi mort in death (see prepared to ensure that it does not arise from
creation below). Such individuals are often the grave as a strigoi mort.
also considered witches and sorcerers, though
v Drive a nail or thorn through the tongue.
they are otherwise identical to a normal
human. v Fill the nostrils, ears, and mouth with
grains of incense, millet, or gravel mixed
Creation with oil. Then place the corpse in the grave
The strigoi mort is created when the soul of facing down.
the deceased is unable to leave the world of
v Bind the coffin with thorny vines of
the living. The most susceptible candidates for
hawthorn or wild rose.
becoming strigoi morti were those born with a
caul, a tail, out of wedlock, died an unnatural v Cast many millet seeds into the grave. A
death (including by another strigoi), died strigoi mort will be dormant for a year for
without a baptism, was a seventh child, or the each time it eats one.
child of a mother that either didn’t eat salt or
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Skills: Climb +9, Listen +6, Spot +6 Constitution drain each round the pin is
Feats: Improved Unarmed Strike, Lightning maintained. On each such successful attack,
Reflexes, Power Attack the upier gains 5 temporary hit points.
Environment: Any
Special Qualities: In addition to those of the
Organisation: Solitary
base creature, the upier possesses the
Challenge Rating: 3
following qualities.
Treasure: Standard
Alignment: Lawful evil Bells of Death (Su): If the upier is able to
Advancement: +2-4 hit dice climb a church or temple bell tower and ring
Level Adjustment: +4 the bell, any creature capable of hearing
within a one mile radius must make a DC 14
The creature appears as a livid human, who
will save or hear the deathly sound of the
appears to have been gnawed on by some wild
bells. Those who hear the bells toll receive a –2
animal, and is covered in blood.
penalty to all skill checks, saves and attack
Combat rolls when dealing with the upier. Those who
succeed the save hear nothing.
The upier prefers to attack the weak and
innocent, and will take vengeance upon its Fast Healing (Su): The upier heals 1 hit
former family members before all others. If the point per round so long as it has more than 0
upier knew spells in life, it no longer has hit points. If reduced to 0 hit points, the upier
access to them. mysteriously disappears, returning to its
grave. It cannot rise again until the next night.
Creating an Upier
“Upier” is an acquired template that can be Resistances (Ex): The upier has resistance to
cold 10 and electricity 10.
applied to any humanoid or monstrous
humanoid (hereafter referred to as the base Turn Resistance (Ex): The upier receives a +2
creature). bonus against turn checks.
Size and Type: The base creature’s type Abilities: Change as follows. Str +6, Dex +4,
changes to undead (augmented humanoid or Cha –4. As undead creatures, upiers do not
monstrous humanoid). Size remains have a constitution score. They also do not
unchanged. have an intelligence score.
Hit Dice: The base creature’s current and Skills: The upier retains only skills that are
future hit dice change to d12s. considered instinctual or use the senses. The
Armor: The upier’s natural armor improves upier can no longer use skills that rely on
by +2. intelligence.
Environment: Any, usually same as base
Attack: The upier’s unarmed strike deals
creature.
lethal damage.
Organization: Usually solitary.
Special Attacks: In addition to those
possessed by the base creature, the upier has Challenge Rating: Same as the base creature
the following special attack. +1.
Blood Drain (Ex): An upier can suck the life Treasure: Standard
from a living victim with its barbed tongue by
Alignment: Always lawful evil.
making a successful grapple check. If it pins
the foe, it drains blood, dealing 1d4 points of Advancement: +2-4 hit dice.
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Level Adjustment: Same as the base creature Keeping an Upier at Bay: The upier can be
+2. prevented from rising if it is reburied during
its slumber, face down.
History
Likewise if a fishing net is thrown in with it, it
The upier (a.k.a. upior) comes from Poland,
must untie every knot (at an extremely slow
and is one of the more unusual vampires in
pace, that may take months or years for each
folklore. It has a forked tongue, like a snake,
knot) before it can rise.
and sleeps in blood.
If the upier encounters a pile of sand or grain
It is said that an upier will climb a church bell
(or any other type of seed), it must stop and
tower and ring the bell, and only its future
victims can hear it tolling. count each one, at a slow pace, before it can
continue what it was doing.
Creation Destroying an Upier: An upier can be
A child born with a caul or with teeth is said destroyed by driving an iron spike or nail
to be doomed in death to become an upier. through the creature’s forehead or by
Such children often demonstrate a tendency decapitating it.
for hyperactivity and a redness of the face.
Upon destroying the upier, the corpse spurts
At the time of death, such children will refuse out the blood of its victims in massive
the last rites. The body will cool slowly and amounts, which can be fed any of its surviving
remain red and livid. At midnight following victims (the victims of its blood drain).
the creature’s death, it revives and leaves its Drinking a vial of the blood restores any lost
home before burial. constitution points from the upier’s blood
drain.
Feeding
The upier is a glutton of blood, feeding in vast
quantities. The upier does not necessarily Vampir
drain a victim of all blood at once, though it
The vampir is an undead creature that brings
will likely target several victims per night. It
with it plague, death and misery. They appear
prefers to attack sleeping victims.
as they did in life only with bloated red skin,
The upier is known to gnaw on its own flesh blood about their mouths and long nails. Like
in the grave. Its first victims are always the traditional vampire it is vulnerable to
members of its own family. Once they are all silver and garlic.
gone, it moves on to any other creature that
Vampir characters retain the ability to speak
has blood pumping through it’s veins.
and understand any languages they knew in
Sleeping life.
The upier sleeps in its coffin in its grave,
Sample Vampir
which is filled with vast quantities of blood
The following example uses an 8th level
(about 7 inches in depth). It is active from
warrior as the base creature.
noon to midnight, rising at midday and
returning to its coffin by the stroke of twelve. Medium Undead [Augmented]
Hit Dice: 8d12 (48 hp)
Upier Weaknesses Initiative: +1
The upier has the following weaknesses. Speed: 30 ft. (6 squares)
Armour Class: 18 (+2 Dex, +6 natural), touch
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Environment: Any, usually the same as the The vampir is also kept at bay by garlic and
base creature. silver, much as the core vampire is as
presented in the MM.
Organisation: Solitary
Destroying a Vampir: A vampir can be
Challenge Rating: +1
destroyed by staking or decapitation when the
Treasure: Standard vampir is incapacitated at 0 hit points. The
Alignment: Any evil wooden stake should preferably be made of
mountain ash.
Advancement: By character class
Alternatively the heart may be removed and
Level Adjustment: +4 boiled in wine, thereafter either being
replaced back in the body of the vampir or
History being burnt to ash.
The vampir comes originally from the range of
Serbia. The name itself is the most likely Vampir Variant
candidate for the origin of the English word Some legends allege that the vampir is
‘vampire’. The vampir is the idealised naturally invisible and that only a dhampir is
vampiric corpse, reanimated after death, livid able to see it under normal circumstances.
and bloated with the blood of its victims. It is Such vampir have the following special
vulnerable to silver and garlic and can be quality in addition to the others in the vampir
killed by driving a wooden stake through its template.
heart.
Invisible (Ex): The vampir is naturally
Creation invisible and is treated as if permanently
A murder victim, suicide, witch, warlock, affected by an invisibility spell. This ability can
heretic or werewolf could become a vampir in never be dispelled, but the vampir can be seen
death. by those using a see invisible or similar spell.
Feeding Vrykolakas
The vampir feeds on the blood of the living, as
well as cattle and other livestock. The vrykolakas is a vampire from the folklore
of Greece and Macedonia. The entry here is a
Sleeping culmination of both folklore traditions on the
The vampir is not bound to any particular vrykolakas.
time of the day, but periodically rests in its
grave. Vrykolakas appear in vague form as they did
in life, though the limbs are distended and
Vampir Weaknesses appear bloated as if about to burst with blood.
A vampir has the following weaknesses. When the corpse of a vrykolakas is exhumed,
it can be tapped and will produce a drum-like
Keeping a Vampir at Bay: The vampir is a
sound.
compulsive undead creature and can be
almost endlessly delayed by presenting it with The vrykolakas can speak and understand any
a pile of seeds of some kind. It must count language it knew in life.
each seed before it can move on and does so at
an incredibly slow pace. Sample Vrykolakas
The following example is based on a 3rd level
human commoner.
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Creation v Cremation.
The victim of the vrykolakas is himself v Scalding the corpse with boiling oil and
destined to become one in death. But there are then driving a long nail through the navel.
other ways that a person may become a
If the progenitor vrykolakas is destroyed, all
vrykolakas in death. The victims of suicides
of its vampiric creations are also destroyed.
and excommunications may become a
vrykolakas, as well as those who died
unbaptised, heretics, those who lead sinful Zmeu
lives, practitioners of sorcery or witchcraft,
corpses that don’t receive a proper burial, and The zmeu is a vampire that while feared by
those who ate the flesh of an animal that has many is sometimes invited into the bedrooms
been killed by a vampire. of young women, as he is known to be among
the very best of lovers.
Feeding In very rare circumstances it has been known
The vrykolakas feeds by crushing its victim by to take feminine form instead.
sitting on them. By this method, it mystically
drains them of blood. Sample Zmeu
The following example is based on a 5th level
Sleeping human rogue.
The vrykolakas is nocturnally active, but is
only required to return to its grave on every Medium Undead [Augmented]
Saturday. While in its grave, the vrykolakas is Hit Dice: 5d12 (30 hp)
essentially dead and prone to attack. Initiative: +4
Speed: 30 ft. (6 squares)
Vrykolakas Weaknesses Armour Class: 20 (+4 Dex, +6 natural), touch
A vrykolakas has the following 14, flat footed 20
Base Attack/Grapple: +3/+8
Keeping a Vrykolakas at Bay: The vrykolakas
Attack: Unarmed strike +9 melee (1d3+5)
is an obsessive compulsive and if confronted
Full Attack: Unarmed strike +9 melee (1d3+5)
with a pile of grain or similar seed will ignore
Space/Reach: 5 ft./5 ft.
everything around it in order to slowly count
Special Attacks: Blood drain, dominate,
every one. During this period, the vrykolakas
draining visitation, sneak attack +3d6
is prone to attack.
Special Qualities: Alternate form, damage
reduction 10/silver and magic, dematerialise,
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fast healing 5, resistance to cold 10 and attacking opponents that are flatfooted or that
electricity 10, +4 turn resistance, undead traits, the zmeu is currently flanking.
zmeu weaknesses
Trap Sense (Ex): The zmeu gains an
Saves: Fort +1, Ref +8, Will +1
intuitive sense that alerts it to danger from
Abilities: Str 21, Dex 19, Con •, Int 13, Wis
traps, giving it a +1 bonus on Reflex saves
11, Cha 20
made to avoid traps and a +1 dodge bonus to
Skills: Bluff +13, Disguise +13, Gather
AC against attacks made by traps.
Information +13, Hide +12, Listen +8, Move
Silently +12, Perform (Act) +13, Search +9, Trapfinding (Ex): The zmeu can use the
Sense Motive +8, Spot +8 Search skill to locate traps when the task has a
Feats: Dodge, Mobility, Weapon Focus: Difficulty Class higher than 20.
Unarmed strike
Environment: Any Creating a Zmeu
Organisation: Solitary “Zmeu” is an acquired template that can be
Challenge Rating: 8 added to any humanoid or monstrous
Treasure: Standard humanoid creature (referred to hereafter as
Alignment: Chaotic evil the base creature).
Advancement: By character class A zmeu uses all the base creature’s statistics
Level Adjustment: +15 and special abilities except as noted here.
The flame slowly changes form into an Size and Type: The creature’s type changes to
exceptionally handsome man. His larger than life undead (augmented humanoid or monstrous
presence fills the darkened room. humanoid). Size is unchanged.
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that the zmeu must use a standard action, and Fast Healing (Ex): A zmeu heals 5 points of
those merely looking at it are not affected. damage each round so long as it has at least 1
Anyone the zmeu targets must succeed on a hit point. If reduced to 0 hit points in combat,
Will save or fall instantly under the zmeu’s it automatically teleports back to its coffin.
influence as though by a dominate person Once at rest in its coffin, a zmeu is helpless. It
spell (caster level 12th). The ability has a range regains 1 hit point after 1 hour, then is no
of 30 feet. longer helpless and resumes healing at the
rate of 5 hit points per round.
Draining Visitation (Su): Living creatures
that spend a night of pleasure with the zmeu Resistances (Ex): A zmeu has resistance to
are drained of 1d6 points of constitution and cold 10 and electricity 10.
are considered fatigued the following day. If
Turn Resistance (Ex): A zmeu has +4 turn
the zmeu revisits the same victim again the
resistance.
following night and does the same, the victim
instead becomes exhausted. Abilities: Increase from the base creature as
follows: Str +8, Dex +4, Cha +6. As an undead
Special Qualities: A zmeu retains all the
creature, a zmeu has no Constitution score.
special qualities of the base creature and gains
those described below. Environment: Any, usually the same as the
base creature.
Alternate Form (Su): A zmeu can assume the
shape of tiny ball of flame as a standard Organisation: Solitary
action. While in this form, the zmeu is Challenge Rating: +3
incorporeal and can move through solid
objects. The zmeu can also take on the Treasure: Double standard
appearance of another as if by an alter self Alignment: Any evil
spell.
Advancement: By character class
Damage Reduction (Su): A zmeu has
Level Adjustment: +10
damage reduction 10/silver and magic. A
zmeu’s natural weapons are treated as magic
History
weapons for the purpose of overcoming
The zmeu is an undead creature of Moldavian
damage reduction. Weapons coated with
origins. Little information is known about the
monk’s hood (wolves bane) are also capable of
zmeu, except that it is capable of teleportation,
overcoming the zmeu’s damage reduction.
dematerializing into a vapour and is immune
Dematerialise (Su): A zmeu is capable of to the effects of staking. It is both a vampire
dematerialising its body into an incorporeal and an incubus-like creature, delighting in
form as a standard action. While in this state, both killing and physical pleasure.
it is able to both move through solid matter
and teleport without error. While in this state, Creation
the zmeu is both invisible and incorporeal. There is no known method of becoming a
zmeu – it may not even be a contractible
The teleporting ability of the dematerialisation
condition at all, but rather a form of demon
functions as the spell Greater Teleport as cast by
like the incubus or succubus. As a Moldavian
a 14th level character. The zmeu uses this
vampire, it may possibly occur in a similar
ability to teleport back to its coffin, which may
manner to the strigoi morti.
be miles away from where it otherwise
‘appears’ to live.
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Feeding
The zmeu drains blood from its victims by
mystical means. It delights in killing, either by
this manner or by others.
Sleeping
The zmeu is bound by the night time hours as
it is vulnerable to sunlight. Its usual place of
rest is in its grave or coffin, which it gains
access to by dematerialising and teleporting.
Zmeu Weaknesses
Zmeu have the following weaknesses.
Repelling a Zmeu: Zmeu cannot tolerate the
strong odor of aconite (a.k.a. monk’s hood
or wolves bane) and will not enter an area
laced with it. Similarly, they recoil from a
mirror or a strongly presented holy
symbol. These things don’t harm the
zmeu—they merely keep it at bay. A
recoiling zmeu must stay at least 5
feet away from a creature
holding the mirror or holy
symbol and cannot touch
or make melee attacks
against the creature
holding the item for the
rest of the encounter.
Holding a zmeu at bay
takes a standard action.
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III: FANG & FAME
III
This section of the book is devoted to fleshing through time has adapted to her long lifestyle
out the story and culture of vampires in your in a manner similar to the bard – she picks up
fantasy game by providing stats for famous her talents here and there, and has more
literary vampires in addition to introducing a versatility than most, but is a master of
number of generic vampire gods that you may nothing.
consider integrating into the pantheon of your
However, where the bard lives a life in the
campaign world.
spotlight, the walker through time walks
behind the scenes, in the background. Her
Prestige Classes disciplines lie in her arcane knowledge and
lore and her eternal patience.
Expending on the plethora of prestige classes
out there is not the goal of this book. In fact, Hit Die: d6.
prestige classes themselves are almost
Requirements
irrelevant to the genre. However, there is one
To qualify to become a walker through time, a
prestige class that is completely ideal for
character must fulfil all of the following
vampire characters.
criteria.
Spells per Day/Spells Known: When a new This bonus increases at 4th level to +2, and by
walker through time level is gained, the +1 again at every second level thereafter.
character gains new spells per day (and spells In addition, the walker through time receives
known, if applicable) as if she had also gained her eternal patience bonus when taking 10 or
a level in a spellcasting class she belonged to taking 20 on a skill check.
before she added the prestige class. She does
Bonus Feat: Starting at 3rd level and at every
not, however, gain any other benefit a
forth level thereafter (7th, 11th, 15th, etc) the
character of that class would have gained.
walker through time gains a bonus feat.
This essentially means that she adds the level
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The Immortal: Vampires
Secret: At 5th level and every five levels higher Skills: Bluff +16, Diplomacy +22, Disguise +7,
than 5th (10th, 15th, 20th, etc), the walker through Forgery +13, Knowledge (Nobility and
time chooses one secret as per the loremaster Royalty) +5, Listen +3, Perform (Dance) +11,
in the DMG. Half her level plus Intelligence Sense Motive +12, Spot +3
modifier determines the total number of Feats: Alertness, Alertness, Combat Reflexes,
secrets she can choose. She can’t choose the Deceitful, Dodge, Improved Initiative,
same secret twice. Improved Unarmed Strike, Lightning
Reflexes, Weapon Focus: Unarmed Strike
Greater Lore (Ex): At 8th level, a walker
Environment: Any
through time gains the ability to understand
Organisation: Unique
magic items, as with the identify spell.
Challenge Rating: 9
Treasure: Standard
Famous Vampires Alignment: Neutral evil
Advancement: By character class
This section of the book is dedicated to those Level Adjustment: +15
immortal characters that graced the pages of
classic literature. For copyright reasons, only Carmilla was a beautiful young woman, looking to
those characters who are now public domain be no more than eighteen years old.
have been included. “She was above the middle height of women...
Note that these characters are presented as …She was slender, and wonderfully graceful.
their fictional selves for your entertainment. Except that her movements were languid-very
For example, under Dracula’s description, you languid- indeed, there was nothing in her
will find no reference whatsoever to Vlad the appearance to indicate an invalid. Her complexion
Impaler. was rich and brilliant; her features were small and
beautifully formed; her eyes large, dark, and
CARMILLA lustrous; her hair was quite wonderful, I never saw
Medium-Size Undead (Augmented) hair so magnificently thick and long when it was
Hit Dice: 8d12 (48 hp) down about her shoulders.”
Initiative: +7 • J. Sheridan LeFanu, Carmilla
Speed: 70 ft. (14 squares) 1872
AC: 17 (+3 Dex, +4 natural armor), touch 13,
flat-footed 14 History
Base Attack/Grapple: +6/+12 Carmilla was once known as Mircalla,
Attack: Unarmed strike +13/8 melee (1d3+6) Countess Karnstein, from a great family that
Full Attack: Unarmed strike +13/8 melee died out in the 18th century. Her family was
(1d3+6) known for such atrocious lust, that it was
Space/Reach: 5 ft./5 ft. thought that they would continue their sins
Special Attacks: Blood drain, withering grasp even in death. This certainly was true of
Special Qualities: Carmillite vampire Carmilla, who survived death as a vampire. It
weaknesses, dematerialise, fast healing 5, also can be concluded that she is most likely
resistance to cold 10 and electricity 10, spell responsible for the decline of her family, a trait
resistance 43, suggestion, telepathy, , undead common amongst her kind.
traits
Carmilla arrived at the manor of an
Saves: Fort +2, Ref +5, Will +7
Englishman and his daughter Laura by
Abilities: Str 23, Dex 17, Con —, Int 11, Wis
mysterious means. She was in a carriage
12, Cha 21
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III: Fang & Fame
accident, and left under the care of the family Animal +11, Intimidate +22, Listen +6, Ride
who took up residence in Austria. After an +11, Sense Motive +16, Spot +6
engaging relationship with Carmilla, Laura Feats: Alertness, Alertness, Charlatan, Cleave,
was visited by a strange, weakening disease. Combat Reflexes, Dodge, Dodge, Great
Cleave, Improved Critical: Longsword,
Carmilla was destroyed after a long affair
Improved Initiative, Iron Will, Lightning
with a girl named Laura, when she was
Reflexes, Persuasive, Power Attack,
discovered by an old foe, the general, to be a
Trustworthy, Weapon Focus: Longsword
vampire that called herself Millarca.
Environment: Any
Carmilla’s corpse was exhumed, found in a
Organisation: Unique
pool of blood, the flesh livid and a faint
Challenge Rating: 16
respiration present. She was staked,
Treasure: Standard
decapitated and her remains were burnt, then
Alignment: Chaotic evil
scattered into the river, over one hundred and
Advancement: By character class
fifty years after her funeral.
Level Adjustment: +21
Combat “Within, stood a tall old man, clean shaven save
Carmilla prefers to debilitate her enemies with for a long white moustache, and clad in black from
her withering grasp special ability and flee if head to foot, without a single speck of colour about
outnumbered. him anywhere. He held in his hand an antique
silver lamp, in which the flame burned without a
COUNT DRACULA chimney or globe of any kind, throwing long
Medium-Size Undead (Augmented) quivering shadows as it flickered in the draught of
Hit Dice: 12d12 (72 hp) the open door…
Initiative: +8
“…His face was a strong, a very strong, aquiline,
Speed: 30 ft. (6 squares)
with high bridge of the thin nose and peculiarly
AC: 22 (+4 Dex, +8 natural armor), touch 14,
arched nostrils, with lofty domed forehead, and hair
flat-footed 18
growing scantily round the temples but profusely
Base Attack/Grapple: +11/+20
elsewhere. His eyebrows were very massive, almost
Attack: Masterwork longsword +22/17/12 melee
meeting over the nose, and with bushy hair that
(1d8+9) or slam +20 melee (1d6+9)
seemed to curl in its own profusion. The mouth, so
Full Attack: Masterwork longsword +22/17/12
far as I could see it under the heavy moustache,
melee (1d8+9) or slam +20 melee (1d6+9)
was fixed and rather cruel-looking, with peculiarly
Space/Reach: 5 ft./5 ft.
sharp white teeth. These protruded over the lips,
Special Attacks: Blood drain, children of the
whose remarkable ruddiness showed astonishing
night, create nosferatu, dominate
vitality in a man of his years. For the rest, his ears
Special Qualities: Alternate form, control
were pale, and at the tops extremely pointed. The
weather, damage reduction 10/magic, fast
chin was broad and strong, and the cheeks firm
healing 7, gaseous form, master vampire
though thin. The general effect was one of
weaknesses, resistance to cold 10 and
extraordinary pallor.”
electricity 10, spider climb, +8 turn resistance,
undead traits • Bram Stoker, Dracula
Saves: Fort +7, Ref +7, Will +12 1897
Abilities: Str 29, Dex 19, Con —, Int 16, Wis
18, Cha 23 History
Skills: Bluff +25, Climb +19, Diplomacy +27, Count Dracula’s past is elusive, though it is
Disguise +8, Gather Information +8, Handle imagined that he has lived for hundreds of
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years. He spoke to Johnathan Harker about Full Attack: Masterwork dagger +16/11 melee
the glorious battles of his land’s past as if he (1d4+6) or unarmed strike +15/10 melee
were there. (1d3+8)
Space/Reach: 5 ft./5 ft.
He purchased a home in England, sending for
Special Attacks: Blood drain
several accountants to visit him, including
Special Qualities: Regeneration 5, resistance
Renfield and later Johnathan Harker. Harker
to cold 10 and electricity 10, +4 turn resistance,
he kept captive, and bade write letters home,
undead traits, vampyre weaknesses, walk on
and used to arrange his transit to London.
walls
After a series of murders, particularly that of Saves: Fort +2, Ref +9, Will +8
Lucy Westenra, and the escape of Johnathan Abilities: Str 27, Dex 18, Con —, Int 15, Wis
Harker, the Count’s presence was discovered 13, Cha 17
and he was pursued out of England by Van Skills: Bluff +17, Diplomacy +27, Gather
Helsing and a hunting party consisting of Information +19, Intimidate +19, Knowledge
Harker and Lucy Westenra’s former suitors. (Nobility and Royalty) +15, Sense Motive +16,
Dracula was destroyed by decapitation, and Survival +14
piercing the heart with a knife, by Johnathan Feats: Leadership, Lightning Reflexes,
Harker and Quincy Morris. His coffin was Negotiator, Trustworthy, Weapon Finesse
intercepted by the hunting party as it had Environment: Any
almost reached its destination. There was but Organisation: Unique
minutes before sundown, and Dracula Challenge Rating: 10
crumbled to dust without a fight. Treasure: Standard
Alignment: Chaotic evil
Combat Advancement: By character class
Dracula is incredibly powerful, but uses guile Level Adjustment: +13
and his intelligence to manipulate those “It happened that in the midst of the dissipations
around him rather than have outright attendant upon London winter, there appeared at
confrontations. He is however a capable the various parties of the leaders of the ton a
warrior, who prefers to use his supernatural nobleman more remarkable for his singularities,
powers rather than his physical skills. than his rank. He gazed upon the mirth around
However, if forced into a fight with weapons, him, as if he could not participate therein.
he is deadly with a longsword, as he was Apparently, the light laughter of the fair only
many centuries ago fighting in battles for his attracted his attention, that he might by a look
beloved country. quell it and throw fear into those breasts where
thoughtlessness reigned. Those who felt this
LORD RUTHREN sensation of awe, could not explain whence it arose:
Medium-Size Undead (Augmented) some attributed it to the dead grey eye, which,
Hit Dice: 10d12 (60 hp) fixing upon the object's face, did not seem to
Initiative: +4 penetrate, and at one glance to pierce through to
Speed: 30 ft. (6 squares) the inward workings of the heart; but fell upon the
AC: 20 (+4 Dex, +6 natural armor), touch 14, cheek with a leaden ray that weighed upon the skin
flat-footed 16 it could not pass. His peculiarities caused him to be
Base Attack/Grapple: +7/+15 invited to every house; all wished to see him, and
Attack: Masterwork dagger +16/11 melee those who had been accustomed to violent
(1d4+6) or unarmed strike +15/10 melee excitement, and now felt the weight of ennui, were
(1d3+8) pleased at having something in their presence
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III: Fang & Fame
capable of engaging their attention. In spite of the Aubrey entered into a fever and was
deadly hue of his face, which never gained a transported back to Athens where Ruthren
wanner tint, either from the blush of modesty, or mysteriously arrived to nurse him back to
from the strong emotion of passion, though its form health. When he was recovered, their
and outline were beautiful, many of the female friendship was renewed and they travelled
hunters after notoriety attempted to win his once again about Greece together.
attentions, and gain, at least, some marks of what
However, they were beset by bandits, and
they might term affection…”
Ruthren was ‘mortally’ wounded. With his
• John Polidori, The Vampyre last breath, he exacts an oath from Aubrey
1819 swearing for a year and a day he will mention
nothing of Ruthren’s death, and upon
History Aubrey’s honour, expires.
No one can say what might lie in Lord
Aubrey returned home to England to his
Ruthren’s past, for it was never said. His
sister, who was of age to enter society. At her
history started when he entered the life of a
debut he was shocked to hear his deceased
young man named Aubrey, who came into
friend’s voice coming from over his shoulder.
some money and traveled continental Europe
in the company of Lord Ruthren. “Remember your oath.” He turned to find
Ruthren, who introduced himself as Earl
Aubrey was disturbed by Ruthren’s strange Marsden.
disposition on their way to Rome – Ruthren
Aubrey knew then that Ruthren was a
showed no compassion for the poor, but gave
vampire, but was honour-bound to say
money to gamblers and other miscreants. He
nothing until the year was up. Ruthren
was a notorious womaniser, but only of the
meek and innocent. proceeded to court Aubrey’s sister, and
Aubrey went mad in his honour-bound oath.
Aubrey broke with Ruthren in Rome to visit A day before the oath was to expire, his sister
Greece, where he fell in love with a girl named was to marry an Earl Marsden, who he knew
Ianthe. She described to him the superstitions to be Ruthren, but thought to be raving mad,
of her land, including that of vampires, which he was thrown out from the wedding. He
Aubrey noticed seemed to correlate well to burst a blood vessel and shortly died, but not
Ruthren’s behaviour, despite his dismissal of before checking on his sister.
such an ardent fantasy.
However, it was too late. His sister was dead,
Aubrey found his love of Ianthe disturbing, as and Earl Marsden had disappeared.
she was but a peasant, and he an English
gentleman, and distracted himself by going on Combat
long trips about the country. One night, on Lord Ruthren favours his supernatural
such a trip, his horse became spooked by a powers over weaponry, but has been known
thunderstorm and he ended up in a dark to sometimes employ a dagger in his killings.
forest near a hovel. He heard feminine
screams from within, and rushed to the VARNEY THE VAMPYRE
rescue, only to be knocked unconscious by Medium-Size Undead (Augmented)
someone with superhuman strength. When he Hit Dice: 12d12 (72 hp)
woke up in the morning, he found Ianthe, Initiative: +3
dead, drained of blood, the peasants claiming Speed: 30 ft. (6 squares)
it a vampire’s work. AC: 19 (+3 Dex, +6 natural armor), touch 13,
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Resistance, Potency, Telekinesis, Telekinesis, target actually has a bonus or not), or when
Greater, Telekinesis, Massive Ankarii flanks her target, the rogue’s attack
deals varying points of extra damage. If the
Domain Powers: Ankarii can use any domain
attack scores a critical hit, this extra damage is
power she can grant 11/day.
not multiplied. Ranged attacks can count as
Spell-Like Abilities: Ankarii can cast any sneak attacks only if the target is within 30
domain spell she can grant at will as a 21st feet. With a sap or an unarmed strike, Ankarii
level caster. The save DCs are 35 + spell level. can make a sneak attack that deals subdual
Cleric Spells/Day (Levels 0-3): 5/5/4/3; base damage instead of normal damage. She cannot
DC = 20 + spell level. use a weapon that deals normal damage to
deal subdual damage with a sneak attack.
Wizard Spells/Day (Levels 0-13): 4/8/7/7/7/ Ankarii can sneak attack only living creatures
7/6/6/6/6/2/2/2/2; base DC 25 + spell level. with discernable anatomies.
Other Divine Powers Any creature immune to critical hits is not
Senses: Ankarii can see, hear, touch, and smell vulnerable to sneak attacks. Ankarii must be
at a distance of 11 miles. As a standard action, able to see the target well enough to pick out a
she can perceive anything within 11 miles of vital spot and must be able to reach a vital
her worshipers, holy sites, objects, or any spot. She cannot sneak attack while striking a
location where one of her titles or name was creature with concealment or striking the
spoken in the last hour. She can extend her limbs of a creature whose vitals are beyond
senses to up to ten locations at once. She can reach.
block the sensing power of deities of her rank
Crippling Strike (Ex): When Ankarii damages
or lower at up to two remote locations at once
an opponent with a sneak attack, that
for up to 11 hours.
character also suffers 1 point of Strength
Portfolio Sense: Ankarii senses all events damage. Ability points lost to such damage
pertaining to magic, the discovery, recording, return on their own at the rate of 1 point per
or sharing of knowledge when any number of day.
such beings is involved. In addition, she
Evasion (Ex): If exposed to any effect that
retains the sensations for up to eleven weeks.
normally allows a character to attempt a
Automatic Actions: Ankarii can use Disguise, Reflex saving throw for half damage, Ankarii
Knowledge (all), Move Silently, Perform (act), sustains no damage with a successful saving
Pick Pocket, Sense Motive and Spellcraft as throw.
free actions if the DC for the task is 25 or
Traps: Ankarii can use the Search skill to
lower. She can perform up to ten such free
locate traps when the task has a DC higher
actions each round.
than 20. Finding a nonmagical trap has a DC
Create Magic Items: Ankarii can create any of at least 20, higher if it is well hidden.
kind of magic item as long as the item’s Finding a magic trap has a DC of 25 + the level
market price does not exceed 200,000gp. of the spell used to create it. Ankarii can use
the Disable Device skill to disarm magic traps.
Divine Aura: Ankarii’s divine aura extends in
Disabling a magic trap generally has a DC of
a radius up to 1,100 feet (Will save DC 35).
25 + the level of the spell used to create it. If
Class and Undead Abilities she beats a trap’s DC by 10 or more with a
Sneak Attack: If Ankarii’s target would be Disable Device check, she can generally study
denied a Dexterity bonus to AC (whether the
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The Immortal: Vampires
a trap, figure out how it works, and bypass it These spells turn undead creatures back
(with her companions) without disarming it. into the living creatures they were before
becoming undead.
Uncanny Dodge (Ex): Ankarii can react to
danger before her senses normally would Possessions: Ankarii always carries a +6 Keen
allow her to do so. Khopesh she calls Life Taker.
Ankarii retains her Dexterity bonus to AC
regardless of being caught flat-footed or
ARCHONIS
The Dark Warlord, The Lifetaker, The Black
struck by an invisible attacker. She can no
Nightlord
longer be flanked.
Divine Rank: 7
Undead Traits: As an undead creature,
Ankarii has the following traits: Symbol: A vampiric skull with glowing eyes
backed by a diamond of runes over a pool of
v No Constitution score. blood.
v Darkvision out to 60 feet. Home Plane: Demiplane of Eternal Night
Portfolio: Magic, undead, war
v Immunity to all mind-affecting effects Alignment: Lawful Evil
(charms, compulsions, phantasms, Worshippers: Evil fighters, spellcasters,
patterns, and morale effects). vampires
v Immunity to poison, sleep effects, Cleric Alignments: CE, LE, LG, LN, NE
paralysis, stunning, disease, and death Domains: Evil, Law, Magic, War
effects. Favored Weapon: Greatsword
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III: Fang & Fame
ensued and many on both sides fell. But at the abilities, vampiric salient powers
end of the conflict, Archonis faced off against Special Qualities: Alternate form, damage
his quarry. reduction 20/epic, divine immunities, fast
healing 27, gaseous form, immortal, minor
Upon draining the last drop of blood from the
deity abilities, resistance to fire 12, spider
archfiend, Archonis regained his soul and
climb, +13 turn resistance, undead traits,
with it underwent the transformation into
vampire weaknesses
godhood.
Saves: Fort +22, Ref +26, Will +31
Archonis dwells on his own demiplane of Abilities: Str 41, Dex 27, Con —, Int 30, Wis
eternal night, a desolate place, where the very 24, Cha 25
rock bleeds. Skills: Climb +55, Concentration +48,
Decipher Script +26, Diplomacy +16, Gather
Archonis’ Temples
Information +16, Intimidate +47, Jump +47,
Archonis’ temples are prominent and places of
Knowledge (Arcana) +50, Knowledge (The
great sacrifice. They are often built atop the
Planes) +50, Listen +16, Spellcraft +51, Spot +16
entrance to catacombs or other places of the
Feats: Alertness, Alertness, Armor Skin,
dead. Seldom is a temple of Archonis not
Cleave, Combat Casting, Combat Expertise,
stained with blood.
Combat Reflexes, Craft Magic Arms and
Both willing and unwilling sacrifices are Armor, Craft Wondrous Item, Dodge,
made at such temples, even at Dodge, Epic Prowess, Forge Ring,
minor chapels and roadside Great Cleave, Improved Bull Rush,
shrines. Improved Critical: Greatsword,
Improved Familiar, Improved
Archonis (Minor Deity) Initiative, Improved Spell
Fighter 10/Wizard 20 Capacity, Lightning Reflexes,
Medium-Size Undead Maximize Spell, Mobility, Power
Divine Rank: 7 Attack, Scribe Scroll, Spell
Hit Dice: 10d12 plus 20d12 (360 hp) Knowledge(10), Spell Mastery,
Initiative: +12 Trustworthy, Weapon Focus: Greatsword
Speed: 80 ft. (16 squares) Always Able to Take 10: At these ranks,
AC: 61 (+8 Dex, +15 natural armor, +7 Archonis may always take 10 on any check,
defection, +7 divine, +6 +5 padded armor of fire provided he needs to make a check at all.
resistance, greater, invulnerability, and fearsome,
Divine Immunities: Acid, cold, electricity,
+8 bracers of natural armor +8), touch 25, flat-
transmutation, draining and ability damage,
footed 53
mind effects, disease, poison, paralysis,
Base Attack/Grapple: +27/+42
stunning, disintegration, imprisonment/
Attack: +5 Keen Sure Striking Vorpal Unholy
banishment, and death effects.
Greatsword +48/43/38 melee or slam +42 melee
(1d6+22) Immortality: Vampires are immortal, and do
Full Attack: +5 Keen Sure Striking Vorpal not naturally age or suffer the effects of
Unholy Greatsword +48/43/38 melee or slam +42 sickness or disease. They still require blood for
melee (1d6+22) sustenance.
Space/Reach: 5 ft./5 ft.
Divine Salient Abilities: Alter Size, Arcane
Special Attacks: Blood drain, children of the
Mastery, Create Object, Divine Dodge (57%),
night, create spawn, domain powers,
dominate, energy drain, salient divine
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The Immortal: Vampires
Divine Fast Healing 27, Divine Inspiration, Knowledge (Arcana) and Spellcraft as free
Spontaneous Wizard Spells actions if the DC for the task is 20 or lower. He
can perform up to five such free actions each
Vampiric Salient Powers: Blood Gluttony,
round.
Extrasense, Flight, Greater Sight, Improved
Potency, Levitation, Potency, Telekinesis, Create Magic Items: Archonis can create any
Tongues, Understanding kind of magic item as long as the item’s
market price does not exceed 30,000gp.
Domain Powers: Archonis can use any
domain power he can grant 7/day. Divine Aura: Archnois’ divine aura extends in
a radius up to 700 feet (Will save DC 24).
Spell-Like Abilities: Archonis can cast any
domain spell he can grant at will as a 17th level Class and Undead Abilities
caster, except for evil spells, which are Undead Traits: As an undead creature,
calculated as an 18th level caster. The save DCs Archonis has the following traits:
are 24 + spell level.
v No Constitution score.
Wizard Spells/Day (Levels 0-9): 4/7/7/6/6/
6/6/5/5/5; base DC 20 + spell level. v Darkvision out to 60 feet.
Familiar: Archonis has the ability to treat any v Immunity to all mind-affecting effects
creature that belongs to the wolf or bat family (charms, compulsions, phantasms,
patterns, and morale effects).
as a familiar, as long as that creature is within
a distance of seven miles of him. This special v Immunity to poison, sleep effects,
familiar ability only applies to one creature at paralysis, stunning, disease, and death
a time, but Archonis can switch between one effects.
creature and another instantaneously, as long
v Not subject to critical hits, nonlethal
as the second creature is within range. This
damage, ability drain, or energy drain.
special familiar ability does not replace the
Immune to damage to its physical ability
deity’s ability to have a normal familiar,
scores (Strength, Dexterity, and
which could be any kind of eligible creature.
Constitution), as well as to fatigue and
Other Divine Powers exhaustion effects.
Senses: Archonis can see, hear, touch, and v Negative energy (such as an inflict spell)
smell at a distance of 7 miles. As a standard can heal undead creatures. The fast healing
action, he can perceive anything within 7 special quality works regardless of the
miles of his worshipers, holy sites, objects, or creature’s Intelligence score.
any location where one of his titles or name
was spoken in the last hour. He can extend his v Immunity to any effect that requires a
senses to up to five locations at once. Fortitude save (unless the effect also works
on objects or is harmless).
He can block the sensing power of deities of
his rank or lower at up to two remote v Uses its Charisma modifier for
locations at once for up to 7 hours. Concentration checks.
Portfolio Sense: Archonis senses all events v Not at risk of death from massive damage,
related to magic, the undead or war when 500 but when reduced to 0 hit points or less, it
or more such beings are involved. is immediately destroyed.
Automatic Actions: Archonis can use Craft v Not affected by raise dead and reincarnate
(armorsmithing), Craft (weaponsmithing), spells or abilities. Resurrection and true
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III: Fang & Fame
resurrection can affect undead creatures. Some of these girls are never heard from
These spells turn undead creatures back again, spending their entire lives in the service
into the living creatures they were before of Mal’Ek, others resurface, maintaining a
becoming undead. façade of innocence only to corrupt and
recruit more followers for their vampire lord
Possessions: Archonis always carries a +5 keen
and god.
sure striking vorpal unholy greatsword he calls
The Law of a Whole World, and wears a Only the most loyal servants are given the
surcoat that functions as a +5 fearsome padded right to sacrifice their blood to their lord. Even
of greater fire resistance and invulnerability. rarer still is the gift of immortality, always
bestowed upon the most loyal clerics by an
MAL’EK avatar of Mal’Ek himself.
The Dark Seducer, The Pale Lover
Mal’Ek’s Temples
Divine Rank: 3 The temples of Mal’Ek are always to be found
Symbol: A bloody heart surrounded by thorns underground, and consist of a harem of young
Home Plane: Material women that perform blood sacrifices both
Portfolio: Deceit, pleasure, undead amongst themselves and by kidnapping
Alignment: Chaotic Evil ‘worthy’ victims. The harem is forbidden the
Worshippers: Evil bards, rogues, vampires, pleasures of the flesh but from each other and
women their dark lord.
Cleric Alignments: CE, CG, CN, LE, NE
Domains: Chaos, Evil, Trickery Mal’Ek (Demigod)
Favored Weapon: Rapier Bard 10/Rogue 15
Mal’Ek was a child of deceit even in life. A Medium-Size Undead
talented bard and rogue, he was a notorious Divine Rank: 3
womaniser, and known for his deft hands as Hit Dice: 10d12 plus 15d12 (300 hp)
much as his skill with his voice and lute. Initiative: +
Speed: 80 ft. (16 squares)
However, he was bereft of his life and
AC: 33 (+6 Dex, +8 natural armor, +6 defection,
mortality when he picked the wrong woman
+3 divine), touch 25, flat-footed 27
to seduce – a vampire. Mal’Ek became bound
Base Attack/Grapple: +21/+28
to his mistress who was cruel and drove him
Attack: +4 vicious vorpal rapier +35/30/25 melee
to the edge of madness. However, through his
(1d6+11) or slam +31 melee (1d6+10)
deceit, he was able to corrupt and recruit the
Full Attack: +4 vicious vorpal rapier +35/30/25
aide of a fallen paladin, whom he had
melee (1d6+11) or slam +31 melee (1d6+10)
seduced, and arrange for a powerful geas to
Space/Reach: 5 ft./5 ft.
be placed on his mistress, which made her
Special Attacks: Blood drain, children of the
instead his own slave.
night, create spawn, domain powers,
He is known as the dark seducer, as it was by dominate, energy drain, salient divine
his charms and often his domination that abilities, vampiric salient powers
Mal’Ek broke in his own worshipers. He Special Qualities: Alternate form, damage
preferred to prey on young girls, breaking reduction 15/epic, demigod abilities, divine
them in to a life of evil in his name. Those who immunities, fast healing 7, gaseous form,
could not be broken became food for his immortal, resistance to fire 8, spider climb,
immortality. turn immunity, undead traits
Saves: Fort +17, Ref +31, Will +26
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The Immortal: Vampires
Abilities: Str 24, Dex 23, Con —, Int 18, Wis the last hour. He can extend his senses to up
21, Cha 22 to two locations at once.
Skills: Bluff +39, Concentration +31,
He can block the sensing power of deities of
Diplomacy +41, Disable Device +33, Gather
his rank or lower at up to two remote
Information +39, Hide +37, Intimidate +41,
locations at once for up to 3 hours.
Knowledge (Undead) +14, Listen +10, Move
Silently +37, Perform (String Instruments) +22, Portfolio Sense: Mal’Ek senses all events
Search +9, Sense Motive +18, Spot +10 related to deceit and lies, pleasure and lust, or
Feats: Alertness, Combat Reflexes, Dodge, the undead when 1000 or more such beings
Great Fortitude, Improved Initiative, are involved.
Improved Natural Attack: Slam, Improved Automatic Actions: Mal’Ek can use Perform,
Sneak Attack x2, Investigator, Iron Will, Bluff, Sense Motive and Diplomacy as free
Leadership, Lightning Reflexes, Mobility, actions if the DC for the task is 15 or lower. He
Persuasive, Two-Weapon Fighting
can perform up to two such free actions each
Divine Immunities: Acid, cold, electricity, round.
transmutation, draining and ability damage, Create Magic Items: Mal’Ek can create any
mind effects, disease, poison, paralysis, kind of magic item related to trickery as long
stunning, disintegration, imprisonment/ as the item’s market price does not exceed
banishment, and death effects. 4,500gp.
Immortality: Vampires are immortal, and do Divine Aura: Mal’Ek’s divine aura extends in
not naturally age or suffer the effects of a radius up to 30 feet (Will save DC 21).
sickness or disease. They still require blood for
sustenance. Class and Undead Abilities
Bardic Knowledge: A bard may make a
Divine Salient Abilities: Alter Size, Divine
special bardic knowledge check with a bonus
Dodge (53%)
equal to his bard level + his Intelligence
Vampiric Salient Powers: Greater Sight, modifier to see whether he knows some
Improved Potency, Levitation, Potency relevant information about local notable
Domain Powers: Mal’ek can use any domain people, legendary items, or noteworthy
power he can grant 3/day. places. (If the bard has 5 or more ranks in
Knowledge (history), he gains a +2 bonus on
Spell-Like Abilities: Mal’ek can cast any this check.)
domain spell he can grant at will as a 13th level
caster, except for evil spells, which are A successful bardic knowledge check will not
calculated as an 14th level caster. The save DCs reveal the powers of a magic item but may
are 22 + spell level. give a hint as to its general function. A bard
may not take 10 or take 20 on this check; this
Bard Spells/Day (Levels 1-4): 5/5/5/4; base DC sort of knowledge is essentially random.
17 + spell level.
Bardic Music: Once per day per bard level, a
Other Divine Powers bard can use his song or poetics to produce
Senses: Mal’Ek can see, hear, touch, and smell magical effects on those around him (usually
at a distance of 3 miles. As a standard action, including himself, if desired).
he can perceive anything within 3 miles of his
Sneak Attack: Mal’Ek can deliver a sneak
worshipers, holy sites, objects, or any location
attack with his rogue levels dealing +10d6
where one of his titles or name was spoken in
damage.
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III: Fang & Fame
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The Immortal: Vampires
Cleric Alignments: LG, LN, LE, NG, CG thousand years of service, she was granted her
Domains: Good, law, protection final reward, ascendancy to godhood.
Favored Weapon: Longsword
Sepheliné’s Temples
Sepheliné (Sef-e-lin-ae) was an innocent As a demigod, Sepheliné does not have as
peasant girl, devout and pure, when she was large a following as other gods, and while
bereft of her mortality by a vampire lord roadside shrines are becoming evermore
named Galgornus, who coveted her for her plentiful, full-fledged temples devoted solely
youth and beauty, as well as her innocence. to her worship are rare. Such sanctuaries are
Sepheliné’s good served her in death however, simple, clean, and welcome places of refuge
and her purity kept her spirit and soul with tolerating all members of society. Her priests
her body, despite the fact that it was dead. She follow the strict codes of conduct of the
did not become evil. However, her dark paladin.
master saw this, and commanded her into
sinful acts. Unable to do anything but obey,
Sepheliné (Demigod)
Paladin 25
she fell into a state of self -loathing, but never
truly gave in to evil. Medium-Size Undead
Divine Rank: 4
A mighty paladin named Arctouris slew
Hit Dice: 25d12 (300 hp)
Galgornus, and pitied the newly freed
Initiative: +11
Sepheliné. He took her under his wing, and
Speed: 100 ft. (20 squares)
taught her that she could atone for her sins,
for it was not by her free will and volition that AC: 41 (+7 Dex, +12 natural armor, +8
defection, +4 divine), touch 29, flat-footed 34
her evil acts were committed. He gave potions
Base Attack/Grapple: +23/+36
of his own blood in sacrifice, that she might
Attack: +4 flaming burst holy longsword +41/36/
live of what he gave her freely, and
31/26 melee (1d8+12 plus 1d6 fire) or slam +36
encouraged her to take only nourishment that
was given in the same way. melee (1d6+12)
Full Attack: +4 flaming burst holy longsword
Despite her restriction to darkness, Sepheliné +36/ 31/26/21 melee (1d8+12 plus 1d6 fire) or
walked in light alongside Arctouris, and slam +31 melee (1d6+12)
became a mighty paladin and warrior, a Space/Reach: 5 ft./5 ft.
defender of right and justice, and protector of Special Attacks: Blood drain, children of the
the people. night, create spawn, domain powers,
She continued her good deeds all of Arctouris’ dominate, energy drain, salient divine
life, and it was a sad day for her when it came abilities, vampiric salient powers
time for his passing. But upon Arctouris’ Special Qualities: Alternate form, damage
death, Sepheliné saw his ghost accepted into reduction 20/magic and 15/epic, divine
the afterlife by the gods. Those that came for immunities, fast healing 24, gaseous form,
such a noble hero turned to her, and told her immortal, minor deity abilities, resistance to
that she was free of her curse, and if she kept fire 9, spider climb, turn immunity, undead
leading such a life, she too would one day traits
ascend. Saves: Fort +28, Ref +29, Will +31
Abilities: Str 37, Dex 25, Con —, Int 21, Wis
From that day forward she could walk in 25, Cha 26
sunlight, felt no fear of holy symbols, and cast Skills: Concentration +40, Diplomacy +40,
a beautiful reflection and shadow. After a Handle Animal +40, Heal +39, Ride +37
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III: Fang & Fame
Feats: Alertness, Cleave, Combat Reflexes, She can block the sensing power of deities of
Dodge, Dodge, Great Smiting (Smite Evil), her rank or lower at up to two remote
Improved Critical: Longsword, Improved locations at once for up to 4 hours.
Initiative, Iron Will, Lightning Reflexes,
Portfolio Sense: Sepheliné senses all events
Mobility, Mounted Combat, Planar Turning,
related to good, justice or when the innocent
Power Attack, Shield Proficiency, Simple
are in danger when 1000 or more such beings
Weapon Proficiency, Trample, Weapon Focus:
are involved.
Longsword.
Automatic Actions: Sepheliné can use
Divine Immunities: Acid, cold, electricity,
Concentration, Handle Animal, Heal and Ride
transmutation, draining and ability damage,
as free actions if the DC for the task is 15 or
mind effects, disease, poison, paralysis,
lower. She can perform up to two such free
stunning, disintegration, imprisonment/
actions each round.
banishment, and death effects.
Create Magic Items: Sepheliné can create any
Immortality: Vampires are immortal, and do
kind of magic item related to healing or
not naturally age or suffer the effects of
protection as long as the item’s market price
sickness or disease. They still require blood for
does not exceed 4,500gp.
sustenance.
Divine Aura: Sepheliné’s divine aura extends
Divine Salient Abilities: Alter Size, Divine
in a radius up to 40 feet (Will save DC 22).
Dodge (54%), Divine Fast Healing 24, Divine
Inspiration Class and Undead Abilities
Vampiric Salient Powers: Flight, Greater Aura of Good (Ex): The power of a paladin’s
Sight, Improved Potency, Levitation, Potency, aura of good (see the detect good spell) is equal
Tongues, Understanding to her paladin level (25), just like the aura of a
cleric of a good deity.
Domain Powers: Sepheliné can use any
domain power she can grant 4/day. Detect Evil (Sp): At will, a paladin can use
detect evil, as the spell.
Spell-Like Abilities: Sepheliné can cast any
domain spell she can grant at will as a 14th Smite Evil (Su): Sepheliné can smite evil 5
level caster, except for good spells, which are times per day. She normally does so with
calculated as an 15th level caster. The save DCs “Jusitice”, her magical longsword, in which
are 22 + spell level. case, dealing 1d8+37 plus 1d6 fire instead of
the usual amount.
Paladin Spells/Day (Levels 1-4): 5/5/5/4; base
DC 17 + spell level. Divine Grace (Su): Sepheliné gains her
Charisma bonus (+8) on all saving throws.
Other Divine Powers
Lay on Hands (Su): Sepheliné can heal by
Senses: Sepheliné can see, hear, touch, and
touch up to 200 Hit Points per day.
smell at a distance of 4 miles. As a standard
action, she can perceive anything within 4 Aura of Courage (Su): Sepheliné is immune to
miles of her worshipers, holy sites, objects, or fear (magical or otherwise). Each ally within
any location where one of her titles or name 10 feet of her gains a +4 morale bonus on
was spoken in the last hour. She can extend saving throws against fear effects.
her senses to up to two locations at once. Divine Health (Ex): Sepheliné is immune to
all diseases, including supernatural and
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The Immortal: Vampires
magical diseases (such as mummy rot and Through 3rd level, a paladin has no caster
lycanthropy). level. At 4th level and higher, her caster level
is one-half her paladin level.
Turn Undead (Su): Sepheliné can turn undead
10 times per day. She turns undead as a level Special Mount (Sp): Sepheliné has the service
22 cleric. (See Turn or Rebuke Undead, PHB.) of a celestial unicorn named “Innocence”.
Spells: Beginning at 4th level, a paladin gains Remove Disease (Sp): Sepheliné can produce
the ability to cast a small number of divine a remove disease effect, as the spell, seven times
spells (the same type of spells available to the per week.
cleric, druid, and ranger), which are drawn
Code of Conduct: A paladin must be of lawful
from the paladin spell list (page 191). A
good alignment and loses all class abilities if
paladin must choose and prepare her spells in
she ever willingly commits an evil act.
advance.
Additionally, a paladin’s code requires that
To prepare or cast a spell, a paladin must she respect legitimate authority, act with
have a Wisdom score equal to at least 10 + the honor (not lying, not cheating, not using
spell level (Wis 11 for 1st-level spells, Wis 12 poison, and so forth), help those in need
for 2nd-level spells, and so forth). The (provided they do not use the help for evil or
Difficulty Class for a saving throw against a chaotic ends), and punish those who harm or
paladin’s spell is 10 + the spell level + the threaten innocents.
paladin’s Wisdom modifier.
Associates: While she may adventure with
Like other spellcasters, a paladin can cast characters of any good or neutral alignment, a
only a certain number of spells of each spell paladin will never knowingly associate with
level per day. Her base daily spell allotment is evil characters, nor will she continue an
given on Table 3–12: The Paladin. In addition, association with someone who consistently
she receives bonus spells per day if she has a offends her moral code. A paladin may accept
high Wisdom score (see Table 1–1: Ability only henchmen, followers, or cohorts who are
Modifiers and Bonus Spells, page 8). When lawful good.
Table 3–12 indicates that the paladin gets 0
Undead Traits: As an undead creature,
spells per day of a given spell level (for
Sepheliné has the following traits:
instance, 1st-level spells for a 4th-level
paladin), she gains only the bonus spells she v No Constitution score.
would be entitled to based on her Wisdom v Darkvision out to 60 feet.
score for that spell level. The paladin does not
have access to any domain spells or granted v Immunity to all mind-affecting effects
powers, as a cleric does. (charms, compulsions, phantasms,
patterns, and morale effects).
A paladin prepares and casts spells the
way a cleric does, though she cannot lose a v Immunity to poison, sleep effects,
prepared spell to spontaneously cast a cure paralysis, stunning, disease, and death
spell in its place. A paladin may prepare and effects.
cast any spell on the paladin spell list (page v Not subject to critical hits, nonlethal
191), provided that she can cast spells of that damage, ability drain, or energy drain.
level, but she must choose which spells to Immune to damage to its physical ability
prepare during her daily meditation. scores (Strength, Dexterity, and
Constitution), as well as to fatigue and
exhaustion effects.
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III: Fang & Fame
134
Custom Template
Vampire Name:
Power CR Weakness CR
Ability Increases (base) +¼ Animal bane, greater -½
Alternative Form special quality +¼ Animal bane, lesser -¼
Alternative Form, lesser special quality +1/8 Chemical bane -¼
Blood Drain special attack +¼ Daytime Weakness -¼
Children of the Night special quality +¼ Death sleep -¼
Compulsive Dance special attack +¼ Dire Elemental Bane (acid, fire) -¾
Control weather special quality +½ Dire Elemental Bane (cold, electricty) -½
Damage Reduction (base) 10/elemental bane +¼ Elemental bane (acid, fire) -¼
Damage Reduction (base) 10/magic +½ Elemental bane (cold, electricity) -1/8
Damage Reduction (base) 10/material bane +¼ Material bane -¼
Dematerialise special quality +1 Obsessive compulsive -½
Detect Thoughts special quality +¼ Restriction -½
Dominate special quality +¼ Soulless -¼
Energy Drain special attack +½ Vulnerability to running water -½
Energy Resistance (10 to two forms) +¼ Vulnerability to staking, greater -½
Fast Healing (base) 5 +¼ Vulnerability to staking, lesser -¼
Fast Healing, lesser (base) (1-4) +1/8 Vulnerability to sunlight -½
Feats (+5 bonus) +¼ Custom:
Gaseous Form special quality +¼ Custom:
Improved Jump special quality +¼ Custom:
Mind Fog special quality +¼
Natural Armor (base) +6 +¼
Poisonous breath special attack +¼ Total Weaknesses -
Racial Skill bonuses (9) (+8 to each) +¼
Regeneration (base) 5 +½ Age Category Modifiers
Regeneration, lesser (base) (1-4) +¼ Modifier CR
Speed Increase +¼ Ability Increases (total of 6 points) +¼
Stunning Glance special attack +¼ DR increase by 5 +¼
Suggestion special quality +1/8 DR upgrade xx/elemental bane to xx/magic +½
Teleport special quality +½ DR upgrade xx/magic to xx/epic +½
Turn Resistance (base) +2 +1/8 DR upgrade xx/material bane to xx/magic +¼
Turn Resistance (base) +4 +¼ Energy Resistance (10) +1 more type +¼
Undead Traits +¼ Fast Heal upgrade to Regeneration +¼
Withering Grasp special attack +¼ Fast Heal/Regeneration increase by +1 +¼
Custom: Natural Armor increase by +2 +¼
Custom: Turn Resistance increase by +2 +¼
Custom: Speed Increase, major +1
Speed Increase, minor +¼
Custom:
Total Powers + Custom:
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The Immortal: Vampires
independent Agreement with the owner of such Monte Cook, Skip Williams, based on original
Trademark or Registered Trademark. The use of material by E. Gary Gygax and Dave Arneson.
any Product Identity in Open Game Content does
The Immortal: Vampires Copyright 2005, Ben
not constitute a challenge to the ownership of that
Mowbray.
Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Designation of Open
Identity.
137