Dungeons and dragons 3.5 vampire template
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. 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 cold resistance 10, electricity resistance Spider Climb Ex : A vampire can climb sheer surfaces as though with a spider climb spell.
As an undead creature, a vampire has no Constitution score. Otherwise same as the base creature. Search Advanced search…. Search forums. Log in. Install the app. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser.
It may not display this or other websites correctly. You should upgrade or use an alternative browser. BoxCrayonTales Adventurer. This is a 3. Summary::A vampire is an unliving mockery of life that lives by cruelly consuming the blood of the innocent.
Only characters slain by a vampire's Constitution Drain rise as vampires, and even then only if they have 5 hit dice or more. Characters with less hit dice become monstrous vampire spawn and do not retain their abilities. Type: The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.
A half-vampire uses all the base creature's statistics and special abilities except as noted here. Due to his vampiric blood, and being half dead, a half-vampire can live for hundreds of years beyond the normal lifespan of his non vampiric heritage. Attack: A vampire retains all the attacks of the base creature. A creature with natural weapons retains those natural weapons. Special Attacks: A Half-Vampire retains all the special attacks of the base creature and gains those described below.
Lesser Blood Drain Ex : Half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d6 points of damage each round the pin is maintained.
A half-vampire can't drain more points of health in a single hour than its Constitution score. When a half-vampire drains a victim, it gains 1 temporary hit points per damage dealt, but this can not exceed the total of 5 temporary hit points.
Temporary hit points gained in this way last for up to 1 hour. A half vampire may choose to upgrade their Lesser Blood Drain Ex to Blood Drain Ex instead, removing the 1d4 points of HP damage, substituting it with 1d6 points of Constitution drain, as described below.
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