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Living Vampire


Vampires being immortal become very familiar with not only their own abilities and hungers but also with the workings of the world around them. They are creatures not only of vile darkness but also of habit. When life eternal spreads out before you, your outlook on life, or in this case unlife, can become very static and emotionless. Vampires who have aged much beyond their initial lifespans tend to loose much in the way of emotional fervor; the passions wane and boredom takes hold until all that is left to drive the vampire, to truly drive their dark hearts, is the hunger.

That being said, every once in a very long while even the immortal can be surprised. Most scholars would chalk the idle rumors of vampires who still breath, who still have a spark of life within them as sheer fantasy. The minds of the weak, unable to cope with the dark figures in the night who assail them create stories to inspire a small shard of hope, a slight glimmer of light in an otherwise looming darkness. These stories are told, one person to another until no one really knows where the story started or who might have actually seen this new creature.

The truth of the matter though, is a very carefully guarded secret within the coteries of vampires. These "living" vampires do in fact exist. They exist and against all that the consistency that the unliving come to expect from the world around them, they exist in numbers that vampire kind would much rather not discuss. They do not number in the thousands and probably not even in the hundreds, but even one of these strange beings is a direct slap in the face of what vampires are. These unnatural creatures (at least they are to vampires themselves) retrain some spark of their life, their very soul and that fragment of their soul keeps them warm within. It staves off the doldrums of a life eternal and make true vampires come as close to envy as one of the soulless is capable of.

Creating a Living Vampire

Living Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most living vampires were once humanoids, fey, or monstrous humanoids. They died and came back to life but their soul did not fully depart; they are not a creature of shadow and thirst. A living vampire uses the base creature's stats and abilities except as noted here.

A living vampire is a variant of a normal vampire that loses some of the weaknesses and powers of a normal vampire. They no longer have the need to feed on the blood of the living and are restricted to being evil. They are also no longer affected by garlic, mirrors or holy symbols and retain their reflection. These changes also mean they lose their blood drain, create spawn and energy drain abilities as well.

CR: Same as the base creature + 2.

AL: Any.

Type: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A living vampire gains darkvision 60 ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, living vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the 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.

Weaknesses: Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size (see natural attacks). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire's HD + vampire's Cha modifier unless otherwise noted.

Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 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 a humanoid opponent's will as a standard action. 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. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Special Qualities: A vampire gains the following:

Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

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