Hopping Vampire
Medium Undead
Hit Dice: 7d12+3 (48 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Claw +11 melee (1d4+3)
Full Attack: 2 claws +11 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of vampirism
Special Qualities: Breath sense, damage reduction 10/honorable, darkvision 60 ft., resistance to cold 10 and electricity 10, spell resistance 15
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 17, Dex 10, Con -, Int 6, Wis 9, Cha 12
Skills: Climb +10, Intimidate +7, Jump +10
Feats: Power Attack, Toughness, Weapon Focus (claw)
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8–21 HD (Medium)
Level Adjustment: -
Curse of Vampirism (Su): Any humanoid hit by a hopping vampire’s claw attack must succeed at a Fortitude save (DC 13) or contract a curse that turns her into a hopping vampire herself. Over the course of 1d4+1 days, the victim slowly transforms into a vampire, growing fangs and long fingernails and becoming more bestial. To stop the transformation, the character must receive a remove curse spell before the process is complete. Each hour spent hopping or dancing on pure sticky rice delays the curse’s onset by 1 day. (As with any physical exertion, a character can only dance on sticky rice for so long before tiring: After moving around for an hour, each additional hour inflicts 1 point of subdual damage on the character, cumulative—-1 point the second hour, 2 points the third hour, 3 points the fourth hour, and so on.) Once the transformation has run its course, it cannot be reversed by any means short of a wish or miracle. The save DC is Constitution-based.
Breath Sense (Ex): Hopping vampires cannot see living creatures. They can only detect their presence by their breath. In the vampires’ favor, this means that they are not fooled by invisibility or other magic used to trick the sight. Treat this ability like the blindsight special quality as far as living and breathing opponents are concerned; its effective range is 120 feet. On the other hand, a living creature that is not breathing (including a character holding her breath) is effectively invisible to the vampire. (See The Drowning Rule in the Dungeon Master’s Guide for rules on holding breath. Once a character is unconscious, he starts breathing. A character is unable to kill himself by holding his breath.) Unliving creatures that do not breathe, including undead and constructs, are visible to the hopping vampire’s undead sight.