Converting monsters from Imagine Magazine Vampire Princeling
Creating a Vampire Princeling
"Vampire princeling" is an acquired template that can be added to any vampire arch-lord that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.
Special Attacks: A greater 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.
Rapid Blood Drain (Ex): A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.
A victim must also succeed on a Fortitude save or become exhausted. The save DC is Charisma-based. Note that this stacks with the dazed effect the greater vampire gained as a vampire lord.
Special Qualities: A greater vampire retains all the special qualities of the base creature and gains those described below.
Fast Healing (Ex): A vampire princeling's fast healing improves to 8 points of damage each round.
Reduced Vampire Weaknesses: Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless.
Abilities: Increase from the base creature as follows: Str +4, Cha +2.
Organization: Solitary, gang (1 plus 2-4 vampire lords or arch-lords), or troupe (1 plus 2-4 vampire lords or arch-lords plus 6-10 vampires)
Challenge Rating: Same as the base creature +1.
Treasure: Triple standard.
Level Adjustment: Same as the base creature +2.
Sample Vampire Princeling
Vampire Princeling, 11th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 11d12 (71 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chain shirt), touch 13, flat-footed 20
Base Attack/Grapple: +11/+23
Attack: Slam +21 melee (1d6+10 plus energy drain) or +3 spiked chain +25 melee (2d4+20) or +3 shortbow +17 ranged (1d6+3/x3)
Full Attack: Slam +21 melee (1d6+10 plus energy drain) or +3 spiked chain +25/+20/+15 melee (2d4+20) or +3 shortbow +17/+12/+7 ranged (1d6+3/x3)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, infectious breath, maddening countenance, rapid blood drain, spell-like abilities, stench
Special Qualities: Alternate form, damage reduction 15/silver and magic, darkvision 60 ft., fast healing 8, gaseous form, lifesense, reduced vampire weaknesses, resistance to cold 10 and electricity 10, spider climb, supernatural scent, +6 turn resistance, undead traits, unnatural aura, vampire weaknesses
Saves: Fort +8, Ref +10, Will +8
Abilities: Str 30, Dex 17, Con -, Int 13, Wis 16, Cha 18
Skills: Bluff +12, Climb +19, Hide +10, Jump +18, Listen +17, Move Silently +10, Ride +12, Search +9, Sense Motive +11, Spot +17, 6 more
Feats: Alertness (B), Blind-Fight, Combat Expertise, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Improved Grapple, Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack
Environment: Temperate plains
Organization: Solitary, gang (1 plus 2-4 vampire lords or arch-lords), or troupe (1 plus 2-4 vampire lords or arch-lords plus 6-10 vampires)
Challenge Rating: 17
Treasure: Triple standard (including cloak of resistance +3, +3 shortbow, and +3 spiked chain)
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +15
Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. 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.)
Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a DC 19 Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.
Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.
Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a DC 19 Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.
Rapid Blood Drain (Ex): A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.
Additionally, the victim must make a DC 19 Fortitude save or become exhausted, and make a second DC 19 Fortitude save or be dazed for 1 round. The save DCs are Charisma-based.
Reduced Vampire Weaknesses: Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless.
Spell-Like Abilities: At will--hold portal, knock; 5/day--deep slumber (DC 17). Caster level 11th. The save DCs are Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a 19 Will save. This ability does not affect holy water. The save DCs are Charisma-based.
Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic spell) and alignment auras (as the first round of detect chaos, evil, good, and law spells).
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. A character may calm a panicked animal with a DC 19 Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.
Originally appeared in Imagine Magazine #22 (1985).