Elder Vampires
There are three primary varieties of vampire. These varieties are vampire spawn, vampire, and vampire lord. These varieties represent the fundemental common vampire. But beyond vampire spawn, beyond vampires, and even beyond vampire lords, there are older and far more powerful vampires. These vampires are essentially vampire lords who have acquired vast ammounts of experience, power, and typically...wealth. While there are always variations of the common elder vampire, they do possess many common abilities and characteristics. The most common characteristic is that they accrue power as they survive the passing centuries. In order to become an elder vampire a vampire must have existed as a vampire lord for no less then ten centuries, they must have sired at least ten vampires that have since become vampire lords, and they must have survived ten assassination attempts by said vampire lords. The rules detailed below apply to any common vampire lord who qualifies. They are not intended for variant vampires, although with some modifications, these rules could be extrapolated to cover variant vampires as well. The vampire spawn, vampire template, and vampire lord template are included below for reference purposes.
Vampire Age Progression
Elder Vampire Age Speed Hit Dice Armor Class Str Dex Int Wis Cha Special Damage Reduction PR/SR Turn Resistance
1-1,000 +10' d20 +18 +18 +12 +6 +6 +12 Shadowed Soul 15/Epic and Silver 5 +12
1,001-2,000 +20' d20 +24 +24 +16 +8 +8 +16 Sunlight Immunity 20/Epic and Silver 10 +16
2,001-3,000 +30' d20 +30 +30 +20 +10 +10 +20 Regeneration 25/Epic and Silver 15 +20
3,001-4,000 +40' d20 +36 +36 +24 +12 +12 +24 Positive Energy Immunity 30/Epic and Silver 20 Immune
4,001-5,000 +50' d20 +42 +42 +28 +14 +14 +28 Spell-Like Ability 35/Epic and Silver 25 Immune
5,001-6,000 +60' d20 +48 +48 +32 +16 +16 +32 Psi-Like Ability 40/Epic and Silver 30 Immune
6,001-7,000 +70' d20 +54 +54 +36 +18 +18 +36 Spell-Like Ability 45/Epic and Silver 35 Immune
7,001-8,000 +80' d20 +60 +60 +40 +20 +20 +40 Psi-Like Ability 50/Epic and Silver 40 Immune
8,001-9,000 +90' d20 +66 +66 +44 +22 +22 +44 Spell-Like Ability 55/Epic and Silver 45 Immune
9,001-10,000 +100' d100 +72 +72 +48 +24 +24 +48 Psi-Like Ability 60/Epic and Silver 50 Immune
10,001-11,000 +110' d100 +78 +78 +52 +26 +26 +52 Spell-Like Ability 65/Epic and Silver 55 Immune
11,001-12,000 +120' d100 +84 +84 +56 +28 +28 +56 Psi-Like Ability 70/Epic and Silver 60 Immune
12,001-13,000 +130' d100 +90 +90 +60 +30 +30 +60 Spell-Like Ability 75/Epic and Silver 65 Immune
13,001-14,000 +140' d100 +96 +96 +64 +32 +32 +64 Psi-Like Ability 80/Epic and Silver 70 Immune
*14,001-15,000+ +150' d100 +100 +102 +68 +34 +34 +68 Spell-Like Ability 85/Epic and Silver 75 Immune
*Elder vampires who survive beyond this point are no longer common vampires. Such vampires become divinities and no longer require blood to survive. Such vampires are referred to as the vampire gods. Progression on the previous chart is halted. All vampire, vampire lord, and elder vampire abilities acquired are retained. However, in addition to these abilities they acquire and lose various divinity templates as they survive the passing millenia. These being require no form of worship, as their power is their own.
**Elder vampires acquire additional virtual size categories as their strength increases, although their weight does not increase. Instead their weight actually decreases by one percent per virtual size category they acquire. The cause of this phenomenon is unknown.
Positive Energy Immunity (Ex): The elder vampire is impervious to all forms of positive energy. This is perhaps the most powerful ability an elder vampire can acquire since they are now impervious to a massive number of abilities and spells commonly used to combat even the most powerful of vampires. Their only remaining vulnerability is silver, which will always prove to be anathema to them, for no elder vampire is immune to silver, nor can they become immune to silver.
Psi-Like Ability (Ps): The elder vampire acquires a single psi-like ability of their choosing, that is non-epic in level, that they can use at will. Their manifester level is equal to their character level. The DC is Charisma-based.
Regeneration (Ex): All damage inflicted upon the elder vampire, except that inflicted by silver, is considered non-lethal damage and regenerated as quickly as it is inflicted, as undead are immune to non-lethal damage. Severed body parts are instantaneously regenerated as well, thus, while they could be reattached if the elder vampire regenerated at a slower rate, the elder vampire regenerates to quickly to do so.
Shadowed Soul (Ex): The elder vampire's ties to their native soil are finally severed. When resting, any area of total darkness will suffice. They no longer have need of their native soil. This, of course, makes them far more dangerous, as they may now use any dark place as a refuge from the forces that conspire against them.
Spell-Like Ability (Sp): The elder vampire acquires a single spell-like ability of their choosing, that is non-epic in level, that they can use at will. Their caster level is equal to their character level. The DC is Charisma-based.
Sunlight Immunity (Ex): The elder vampire is no more affected by sunlight than any mortal, they may even acquire a tan if they so desire. Furthermore, all their abilities function normally during the day. As they are no longer hampered by sunlight, they now fear very little, and rightly so.
Vampire God Progression
Vampire God Age Divine Template
15,001 - 100,000 Quasi-Deity
100,001 – 1,000,000 Demi-Deity
1,000,001-100,000,000 Lesser Deity
100,000,001-1,000,000,000 Greater Deity
1,000,000,001-10,000,000,000,000 Elder One
10,000,000,000,000-1,000,000,000,000,000,000 Old One
1,000,000,000,000,000,001- 1,000,000,000,000,000,000,000,000 First One
1,000,000,000,000,000,000,000,000-10,000,000,000,000,000,000,000,000,000,000 Time Lord
10,000,000,000,000,000,000,000,000,000,001- 1,000,000,000,000,000,000,000,000,000,000,000 ,000,000 High Lord
1,000,000,000,000,000,000,000,000,000,000,000 ,000,001-1,000,000,000,000,000,000,000,000,000,000,000 ,000,000,000,000,000 Supreme Being
To date no vampire god has survived to become more powerful than an old one. This isn't because they cannot do so, it's because they are actively hunted by time lords the moment they become first ones. It is unlikely that any vampire will ever survive this relentless onslaught. To avoid this disasterous end some vampires refuse further ascension, while others may welcome oblivion with open arms.
The Vampire Lord (Template)
In the machinations of vampires, the undead creatures vie against the living and against each other. Power is all, and the accumulation of power is the goal of these foul beings. Sometimes they rise up against their creators; on rare occasions they succeed in breaking the iron control of their "master" and slay it. These creatures can go beyond the normal vampire, and become an even more vile and horrible undead: a vampire lord. Few are ever seen, or recognized if seen. Possessing few of the weaknesses of their lesser kindred, they walk among mortals with little fear of discovery. They are the rulers of vampire communities. In a world where vampire conclaves battle against each other, the vampire lords play chess with their lesser kindred.
Vampire lords are those few vampires who meet a strict set of requirements. They each have lived as a vampire for at least 100 years, and have acquired 10 or more class levels or Hit Dice. They tend to possess levels of arcane spellcasting classes, but not always. A vampire lord was formerly a vampire under the control of another vampire (not a vampire lord) and has slain its creator. Further, the vampire lord must have created at least 10 vampires and survived an assassination attempt by one of its subjects before achieving vampire lord status.
Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires cannot match their power, but another vampire lord is a definite threat. As they gain power, they become more arrogant towards those they believe pose no threat, and more fearful of any real threat to their continued existence. Thus, if a vampire lord arises in the territory of another, the newcomer is driven away or destroyed as quickly as possible. Vampire lords command hundreds of undead servants throughout their vast territories, and can have legions of vampire servants at their beck and call.
Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive and in the peak of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always surrounds itself with wealth and opulence, but it never forgets that the opulence is a by-product of power, not the primary goal.
Vampire lords speak any languages they knew in life or learned as a vampire.
Creating a Vampire Lord
Vampire lord is a template that can be applied to any humanoid or monstrous humanoid creature with a character level of at least 10 that has already had the vampire template applied to it (hereafter referred to as the "base vampire"). So, make a vampire, and then apply this template to it. The creature uses all the special abilities of the base vampire, except as noted below.
Hit Dice: Same as base vampire, then add +1 hit point per level or HD of the base vampire
Speed: Same as base vampire, plus vampire lords can fly with speed 50 ft. and perfect maneuverability.
AC: The base vampire's natural armor bonus improves by +6.
Attacks: Same as base vampire.
Special Attacks: A vampire lord retains all the special abilities of the base vampire, except as modified below, and also gains those noted below. The saving throw, where applicable, is 10 + 1/2 the vampire lord's class and nonclass HD + the vampire lord's Charisma modifier, unless noted otherwise.
Domination (Su): As base vampire, except that a vampire lord can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level.
Energy Drain (Su): As base vampire, but a living creature hit by a vampire lord's slam attack takes 3 negative levels.
Blood Drain (Su): As base vampire, but a vampire lord's blood drain inflicts 1d4+2 points of Constitution drain each round the pin is maintained.
Special Qualities: The vampire lord retains all the special qualities of the base vampire, except as modified below, and gains those listed below.
Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.
Children of the Night (Su): As base vampire, but the creatures summoned forth serve the vampire lord until released. Further, the vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.
Control Weather (Sp): A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at will.
Create Spawn (Su): As base vampire, but vampire lords create only vampire slaves, never vampire spawn. The new vampire is enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too strong to allow it to break free of its enslavement.
Damage Reduction (Ex): A vampire lord is extremely tough; it has damage reduction 10/epic and silver.
Fast Healing (Ex): As base vampire, but a vampire lord heals 8 hit points each round so long as it has at least 1 hit point. It has 24 hours to reach a place of rest (rather than 2 hours) if brought to zero hit points. A vampire lord can have many places of rest prepared, since the only requirement is some soil from its homeland (the place where the base vampire was born).
Telekinesis (Su): A vampire lord can use telekinesis (caster level 12th) at will.
Telepathy (Su): A vampire lord can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile.
Turn Resistance (Ex): As base vampire +4 (see Monster Manual).
Saves: Same as the base vampire, plus the vampire lord applies its Charisma modifier to all saving throws in addition to its other ability modifiers (as a paladin does).
Abilities: Increase from the base vampire as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampire lords have no Constitution scores.
Skills: A vampire lord receives an additional +4 racial bonus to Scry and Sense Motive checks, and a +8 racial bonus to Diplomacy and Intimidate checks.
Feats: Vampire lords gain Iron Will and Leadership as bonus feats, assuming the base vampire does not already have these feats.
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: Same as base vampire +3
Treasure: Quadruple standard
Alignment: Any evil. In the transformation from vampire to vampire lord, the creature recovers the Law-Neutral-Chaos bent of the original creature. Thus, a Lawful Neutral monk who becomes a vampire turns Chaotic Evil, and when it becomes a vampire lord it turns Lawful Evil.
Advancement: By character class
Vampire Lord Weaknesses
Vampire lords have far fewer weaknesses than normal vampires, a benefit of their quest for power.
Vampire lords cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol has no effect. They have no fear of mirrors, and they cast reflections as living beings do.
Vampire lords can cross over or through running water with no impediments. They are not harmed in any way by immersion in running water.
A vampire lord is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if it desires. Under sunlight, it takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, a vampire lord in sunlight cannot use any of its supernatural powers. Victims of its domination power are not freed of the vampire lord's control during daylight hours; the vampire lord can verbally command any creature in its thrall even in direct sunlight. Spells that produce sunlight effects cannot harm a vampire lord; only direct light from the sun can weaken it. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.
A vampire lord is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass the creature's damage reduction.
The only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest.
Vampire
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves.
Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Vampires speak any languages they knew in life.
Creating a Vampire
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by +6.
Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +8.
Vampire Weaknesses
For all their power, vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic 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 vampire—they merely keep it at bay. A recoiling vampire 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 vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
Vampire Characters
Vampires are always evil, which causes characters of certain classes to lose some class abilities. In addition, certain classes take additional penalties.
Clerics: Vampire clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the vampire’s controller or any other vampires that a master controls. A vampire cleric has access to two of the following domains: Chaos, Destruction, Evil, or Trickery.
Sorcerers and Wizards: Vampire sorcerers and wizards retain their class abilities, but if a character has a familiar other than a rat or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.
Vampire Spawn
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (1d6+4 plus energy drain)
Full Attack: Slam +5 melee (1d6+4 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, domination, energy drain
Special Qualities: +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 16, Dex 14, Con —, Int 13, Wis 13, Cha 14
Skills: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11
Feats: AlertnessB, Improved InitiativeB, Lightning ReflexesB, Skill Focus (selected Craft or Profession skill), Toughness
Environment: Any
Organization: Solitary or pack (2–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always evil (any)
Advancement: —
Level Adjustment: —
Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves.
Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.
Vampire spawn speak Common.
Combat
Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.
Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5thlevel caster. The ability has a range of 30 feet. The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.
Skills: Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Vampire Spawn Weaknesses
Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires. For details, see the Vampire entry.
There are three primary varieties of vampire. These varieties are vampire spawn, vampire, and vampire lord. These varieties represent the fundemental common vampire. But beyond vampire spawn, beyond vampires, and even beyond vampire lords, there are older and far more powerful vampires. These vampires are essentially vampire lords who have acquired vast ammounts of experience, power, and typically...wealth. While there are always variations of the common elder vampire, they do possess many common abilities and characteristics. The most common characteristic is that they accrue power as they survive the passing centuries. In order to become an elder vampire a vampire must have existed as a vampire lord for no less then ten centuries, they must have sired at least ten vampires that have since become vampire lords, and they must have survived ten assassination attempts by said vampire lords. The rules detailed below apply to any common vampire lord who qualifies. They are not intended for variant vampires, although with some modifications, these rules could be extrapolated to cover variant vampires as well. The vampire spawn, vampire template, and vampire lord template are included below for reference purposes.
Vampire Age Progression
Elder Vampire Age Speed Hit Dice Armor Class Str Dex Int Wis Cha Special Damage Reduction PR/SR Turn Resistance
1-1,000 +10' d20 +18 +18 +12 +6 +6 +12 Shadowed Soul 15/Epic and Silver 5 +12
1,001-2,000 +20' d20 +24 +24 +16 +8 +8 +16 Sunlight Immunity 20/Epic and Silver 10 +16
2,001-3,000 +30' d20 +30 +30 +20 +10 +10 +20 Regeneration 25/Epic and Silver 15 +20
3,001-4,000 +40' d20 +36 +36 +24 +12 +12 +24 Positive Energy Immunity 30/Epic and Silver 20 Immune
4,001-5,000 +50' d20 +42 +42 +28 +14 +14 +28 Spell-Like Ability 35/Epic and Silver 25 Immune
5,001-6,000 +60' d20 +48 +48 +32 +16 +16 +32 Psi-Like Ability 40/Epic and Silver 30 Immune
6,001-7,000 +70' d20 +54 +54 +36 +18 +18 +36 Spell-Like Ability 45/Epic and Silver 35 Immune
7,001-8,000 +80' d20 +60 +60 +40 +20 +20 +40 Psi-Like Ability 50/Epic and Silver 40 Immune
8,001-9,000 +90' d20 +66 +66 +44 +22 +22 +44 Spell-Like Ability 55/Epic and Silver 45 Immune
9,001-10,000 +100' d100 +72 +72 +48 +24 +24 +48 Psi-Like Ability 60/Epic and Silver 50 Immune
10,001-11,000 +110' d100 +78 +78 +52 +26 +26 +52 Spell-Like Ability 65/Epic and Silver 55 Immune
11,001-12,000 +120' d100 +84 +84 +56 +28 +28 +56 Psi-Like Ability 70/Epic and Silver 60 Immune
12,001-13,000 +130' d100 +90 +90 +60 +30 +30 +60 Spell-Like Ability 75/Epic and Silver 65 Immune
13,001-14,000 +140' d100 +96 +96 +64 +32 +32 +64 Psi-Like Ability 80/Epic and Silver 70 Immune
*14,001-15,000+ +150' d100 +100 +102 +68 +34 +34 +68 Spell-Like Ability 85/Epic and Silver 75 Immune
*Elder vampires who survive beyond this point are no longer common vampires. Such vampires become divinities and no longer require blood to survive. Such vampires are referred to as the vampire gods. Progression on the previous chart is halted. All vampire, vampire lord, and elder vampire abilities acquired are retained. However, in addition to these abilities they acquire and lose various divinity templates as they survive the passing millenia. These being require no form of worship, as their power is their own.
**Elder vampires acquire additional virtual size categories as their strength increases, although their weight does not increase. Instead their weight actually decreases by one percent per virtual size category they acquire. The cause of this phenomenon is unknown.
Positive Energy Immunity (Ex): The elder vampire is impervious to all forms of positive energy. This is perhaps the most powerful ability an elder vampire can acquire since they are now impervious to a massive number of abilities and spells commonly used to combat even the most powerful of vampires. Their only remaining vulnerability is silver, which will always prove to be anathema to them, for no elder vampire is immune to silver, nor can they become immune to silver.
Psi-Like Ability (Ps): The elder vampire acquires a single psi-like ability of their choosing, that is non-epic in level, that they can use at will. Their manifester level is equal to their character level. The DC is Charisma-based.
Regeneration (Ex): All damage inflicted upon the elder vampire, except that inflicted by silver, is considered non-lethal damage and regenerated as quickly as it is inflicted, as undead are immune to non-lethal damage. Severed body parts are instantaneously regenerated as well, thus, while they could be reattached if the elder vampire regenerated at a slower rate, the elder vampire regenerates to quickly to do so.
Shadowed Soul (Ex): The elder vampire's ties to their native soil are finally severed. When resting, any area of total darkness will suffice. They no longer have need of their native soil. This, of course, makes them far more dangerous, as they may now use any dark place as a refuge from the forces that conspire against them.
Spell-Like Ability (Sp): The elder vampire acquires a single spell-like ability of their choosing, that is non-epic in level, that they can use at will. Their caster level is equal to their character level. The DC is Charisma-based.
Sunlight Immunity (Ex): The elder vampire is no more affected by sunlight than any mortal, they may even acquire a tan if they so desire. Furthermore, all their abilities function normally during the day. As they are no longer hampered by sunlight, they now fear very little, and rightly so.
Vampire God Progression
Vampire God Age Divine Template
15,001 - 100,000 Quasi-Deity
100,001 – 1,000,000 Demi-Deity
1,000,001-100,000,000 Lesser Deity
100,000,001-1,000,000,000 Greater Deity
1,000,000,001-10,000,000,000,000 Elder One
10,000,000,000,000-1,000,000,000,000,000,000 Old One
1,000,000,000,000,000,001- 1,000,000,000,000,000,000,000,000 First One
1,000,000,000,000,000,000,000,000-10,000,000,000,000,000,000,000,000,000,000 Time Lord
10,000,000,000,000,000,000,000,000,000,001- 1,000,000,000,000,000,000,000,000,000,000,000 ,000,000 High Lord
1,000,000,000,000,000,000,000,000,000,000,000 ,000,001-1,000,000,000,000,000,000,000,000,000,000,000 ,000,000,000,000,000 Supreme Being
To date no vampire god has survived to become more powerful than an old one. This isn't because they cannot do so, it's because they are actively hunted by time lords the moment they become first ones. It is unlikely that any vampire will ever survive this relentless onslaught. To avoid this disasterous end some vampires refuse further ascension, while others may welcome oblivion with open arms.
The Vampire Lord (Template)
In the machinations of vampires, the undead creatures vie against the living and against each other. Power is all, and the accumulation of power is the goal of these foul beings. Sometimes they rise up against their creators; on rare occasions they succeed in breaking the iron control of their "master" and slay it. These creatures can go beyond the normal vampire, and become an even more vile and horrible undead: a vampire lord. Few are ever seen, or recognized if seen. Possessing few of the weaknesses of their lesser kindred, they walk among mortals with little fear of discovery. They are the rulers of vampire communities. In a world where vampire conclaves battle against each other, the vampire lords play chess with their lesser kindred.
Vampire lords are those few vampires who meet a strict set of requirements. They each have lived as a vampire for at least 100 years, and have acquired 10 or more class levels or Hit Dice. They tend to possess levels of arcane spellcasting classes, but not always. A vampire lord was formerly a vampire under the control of another vampire (not a vampire lord) and has slain its creator. Further, the vampire lord must have created at least 10 vampires and survived an assassination attempt by one of its subjects before achieving vampire lord status.
Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires cannot match their power, but another vampire lord is a definite threat. As they gain power, they become more arrogant towards those they believe pose no threat, and more fearful of any real threat to their continued existence. Thus, if a vampire lord arises in the territory of another, the newcomer is driven away or destroyed as quickly as possible. Vampire lords command hundreds of undead servants throughout their vast territories, and can have legions of vampire servants at their beck and call.
Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive and in the peak of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always surrounds itself with wealth and opulence, but it never forgets that the opulence is a by-product of power, not the primary goal.
Vampire lords speak any languages they knew in life or learned as a vampire.
Creating a Vampire Lord
Vampire lord is a template that can be applied to any humanoid or monstrous humanoid creature with a character level of at least 10 that has already had the vampire template applied to it (hereafter referred to as the "base vampire"). So, make a vampire, and then apply this template to it. The creature uses all the special abilities of the base vampire, except as noted below.
Hit Dice: Same as base vampire, then add +1 hit point per level or HD of the base vampire
Speed: Same as base vampire, plus vampire lords can fly with speed 50 ft. and perfect maneuverability.
AC: The base vampire's natural armor bonus improves by +6.
Attacks: Same as base vampire.
Special Attacks: A vampire lord retains all the special abilities of the base vampire, except as modified below, and also gains those noted below. The saving throw, where applicable, is 10 + 1/2 the vampire lord's class and nonclass HD + the vampire lord's Charisma modifier, unless noted otherwise.
Domination (Su): As base vampire, except that a vampire lord can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level.
Energy Drain (Su): As base vampire, but a living creature hit by a vampire lord's slam attack takes 3 negative levels.
Blood Drain (Su): As base vampire, but a vampire lord's blood drain inflicts 1d4+2 points of Constitution drain each round the pin is maintained.
Special Qualities: The vampire lord retains all the special qualities of the base vampire, except as modified below, and gains those listed below.
Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.
Children of the Night (Su): As base vampire, but the creatures summoned forth serve the vampire lord until released. Further, the vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.
Control Weather (Sp): A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at will.
Create Spawn (Su): As base vampire, but vampire lords create only vampire slaves, never vampire spawn. The new vampire is enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too strong to allow it to break free of its enslavement.
Damage Reduction (Ex): A vampire lord is extremely tough; it has damage reduction 10/epic and silver.
Fast Healing (Ex): As base vampire, but a vampire lord heals 8 hit points each round so long as it has at least 1 hit point. It has 24 hours to reach a place of rest (rather than 2 hours) if brought to zero hit points. A vampire lord can have many places of rest prepared, since the only requirement is some soil from its homeland (the place where the base vampire was born).
Telekinesis (Su): A vampire lord can use telekinesis (caster level 12th) at will.
Telepathy (Su): A vampire lord can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile.
Turn Resistance (Ex): As base vampire +4 (see Monster Manual).
Saves: Same as the base vampire, plus the vampire lord applies its Charisma modifier to all saving throws in addition to its other ability modifiers (as a paladin does).
Abilities: Increase from the base vampire as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampire lords have no Constitution scores.
Skills: A vampire lord receives an additional +4 racial bonus to Scry and Sense Motive checks, and a +8 racial bonus to Diplomacy and Intimidate checks.
Feats: Vampire lords gain Iron Will and Leadership as bonus feats, assuming the base vampire does not already have these feats.
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: Same as base vampire +3
Treasure: Quadruple standard
Alignment: Any evil. In the transformation from vampire to vampire lord, the creature recovers the Law-Neutral-Chaos bent of the original creature. Thus, a Lawful Neutral monk who becomes a vampire turns Chaotic Evil, and when it becomes a vampire lord it turns Lawful Evil.
Advancement: By character class
Vampire Lord Weaknesses
Vampire lords have far fewer weaknesses than normal vampires, a benefit of their quest for power.
Vampire lords cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol has no effect. They have no fear of mirrors, and they cast reflections as living beings do.
Vampire lords can cross over or through running water with no impediments. They are not harmed in any way by immersion in running water.
A vampire lord is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if it desires. Under sunlight, it takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, a vampire lord in sunlight cannot use any of its supernatural powers. Victims of its domination power are not freed of the vampire lord's control during daylight hours; the vampire lord can verbally command any creature in its thrall even in direct sunlight. Spells that produce sunlight effects cannot harm a vampire lord; only direct light from the sun can weaken it. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.
A vampire lord is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass the creature's damage reduction.
The only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest.
Vampire
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves.
Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Vampires speak any languages they knew in life.
Creating a Vampire
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by +6.
Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +8.
Vampire Weaknesses
For all their power, vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic 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 vampire—they merely keep it at bay. A recoiling vampire 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 vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
Vampire Characters
Vampires are always evil, which causes characters of certain classes to lose some class abilities. In addition, certain classes take additional penalties.
Clerics: Vampire clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the vampire’s controller or any other vampires that a master controls. A vampire cleric has access to two of the following domains: Chaos, Destruction, Evil, or Trickery.
Sorcerers and Wizards: Vampire sorcerers and wizards retain their class abilities, but if a character has a familiar other than a rat or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.
Vampire Spawn
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (1d6+4 plus energy drain)
Full Attack: Slam +5 melee (1d6+4 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, domination, energy drain
Special Qualities: +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 16, Dex 14, Con —, Int 13, Wis 13, Cha 14
Skills: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11
Feats: AlertnessB, Improved InitiativeB, Lightning ReflexesB, Skill Focus (selected Craft or Profession skill), Toughness
Environment: Any
Organization: Solitary or pack (2–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always evil (any)
Advancement: —
Level Adjustment: —
Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves.
Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.
Vampire spawn speak Common.
Combat
Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.
Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5thlevel caster. The ability has a range of 30 feet. The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.
Skills: Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Vampire Spawn Weaknesses
Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires. For details, see the Vampire entry.