The Vampyr-with illustrations, age categories, a PrC, & a half-vampyr template!!!

Dagredhel

Explorer
hai_vampire_2.jpg

"Moonlight Serenade" by Hai Phan, used with the gracious permission of the artist. To see more of the work of Hai Phan, visit his gallery at Elfwood.

Vampyr (Alternate Vampire Template)

Vampyres are undead creatures that return from the grave to prey upon the blood of the living.

For the most part, a vampyr appears much as it did in life, making it difficult to distinguish at a glance. Its skin is pale, but if it has fed regularly its complexion will appear ruddy. Infrequent feeding will give a vampyr the appearance of greater age if it remains active, the color slowly leaching from its hair and cheeks, and its features gradually coarsening, but a glut of blood soon restores the semblance of youthful vigor. A vampyr that has fed deeply may even appear bloated, its skin taut and flush with stolen blood. The teeth of a vampyr are long and sharp, as are its nails, and its canines pointed, but not to so unusual a degree as to immediately reveal its nature. A vampyr may retain much of the memory, manner, and personality of the living being it once was, but when frustrated in its designs, angered or threatened, its flashing eyes, bared fangs, and hardened grimace betray its predatory intent. A vampyr casts no shadow or reflection, and in certain circumstances (i.e., at a distance at night,) one might even see a light source shine clear through the creature.

A vampyr speaks the languages it knew in life and, if its intelligence permits, may even learn additional languages after its rise from the grave.

Even a newly risen vampyr can be a fearsome adversary. It possesses unnatural strength, can see in the dark, is exceedingly difficult to destroy, can assume an insubstantial form that resembles a cloud of airborne specks of dust, can climb sheer surfaces with uncanny ease, and has the power to entrance potential victims and enthrall those upon which it has fed. Perhaps most terrible is its ability to perpetuate its curse: A mortal upon whom a vampyr has fed is likely doomed to become one himself upon his death, unless the vampyr that bit him is itself destroyed. Ancient vampyres grow even more powerful with the passing of centuries, becoming more formidable both physically and mentally, and developing new powers and abilities.

While the vampyr will not perish from its lack, it weakens without a steady supply of the blood of the living. It need not feed specifically from the blood of its own kind, nor from the blood of humanoids or other sentient beings; the creature can subsist equally well on the blood of animals. Circumstances generally dictate, however, that the creature will seek these as its victims. Animals can sense the unnatural aura of vampyres, and stay well clear of them, and few vampyres retain the skills necessary to stalk animal prey. While by no means a hard and fast rule, male vampyres generally prefer to target victims of the opposite sex when they are available, and female vampyres either tend to do likewise, or to target children as their preferred victims instead.

While a vampyr may retain much of the memory and personality, skills and abilities it possessed in life, the change to undeath is not entirely without loss. Often, some of the skills and abilities the vampyr possessed in life are lost and forgotten or dulled by the passage from life into undeath. Only the strongest of mortals survive the passage to undeath with the full complement of abilities they possessed in life. And while the vampyr may pose as a mortal, living being, calling upon the memories of its past life and replicating its mannerisms, it is no longer truly the same. It wears its old personality like a cloak, thinly concealing the monster that lies shallow beneath the surface, intent upon the blood of the living. The overwhelming urge to feed supplants the horror with which the vampyr would react to its new existence were it still wholly the person whom it once was. Instead, newly risen vampyres almost invariably embrace their new existence unquestioningly, overcome by the power of their unholy hunger for the blood and the life of the living. Often, and tragically, they seek out those nearest and dearest, cursing them to a similar fate.

CREATING A VAMPYR
“Vampyr” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A vampyr 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). The creature’s type changes to undead (augmented humanoid or monstrous humanoid). If the base creature possesses 5 or more Hit Dice, do not recalculate base attack bonus, saves, or skill points. If the base creature possesses 4 or less Hit Dice, then the vampyr’s Hit Dice increase to 4 racial Hit Dice, per the undead creature type, and base attack bonus, saves, and skill points are recalculated accordingly; see the Create Spawn entry below. Size is unchanged. The vampyr acquires the normal benefits and drawbacks of the undead creature type, except as noted otherwise.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature.
Armor Class: The base creature’s natural armor bonus improves by +6. This represents the fact that most blows that land on a vampyr do the creature no real harm.
Attack: A vampyr retains all the attacks of the base creature. If the base creature can use weapons, the vampyr retains this ability. A creature with natural weapons retains those natural weapons. If the base creature possesses a natural bite and/or claw attacks, the damage of each attack is increased by one step as per the Improved Natural Attack feat. A vampyr fighting without weapons either attempts to grapple or uses its primary natural weapon (if it has one).
Full Attack: A vampyr fighting without weapons will generally grapple. A creature with natural weapons may instead employ those natural weapons. If armed, a vampyr may make attack as normal with its weapon. If the vampyr is both armed and possesses a natural attack, it usually uses the weapon as its primary attack with its natural weapon as a natural secondary attack.

Special Attacks: A vampyr 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 Taint (Ex): If ingested, the corrupt blood of a vampyr both transmits the curse of undeath and forges a link between the creature and the mortal being that has tasted of its blood. A humanoid or monstrous humanoid creature who imbibes a vampyr’s blood directly from its veins begins slowly to take on some of the characteristics of a vampyr itself (see Half-Vampyr). Furthermore, the bond established between the two allows the vampyr to sense what the creature is experiencing, and by concentrating the vampyr is able to receive full sensory input as interpreted by the mind of the creature. This effect is similar to the link between the caster and subject of a dominate monster spell.
Command Spawn (Su): A vampyr may exert its will to force obedience from any vampyr of its ‘bloodline’: a vampyr it has itself spawned, a vampyr created by one of its spawn, a vampyr created by the spawn of its spawn, and so forth. This ability functions as the power to command undead of an evil cleric of a level equal to the vampyr’s hit dice, but only with respect to vampyres of its own lineage, as described above.
Create Spawn (Su): A humanoid or monstrous humanoid that suffers Constitution damage as a result of a vampyr’s drink blood attack must succeed on a DC 15 Fortitude save or is doomed to return as a vampyr after its death, rising from its grave 1-4 days after burial. This fate may be avoided by the destruction of the vampyr prior to the victim’s death.
If the base creature possesses 5 or more Hit Dice at the time of its demise, it retains these Hit Dice, its class abilities (if any, and except as noted otherwise,) and its base attack bonuses, base saves, and skill points, as well as its racial abilities.
If the base creature possessed 4 or less Hit Dice at the time of its death, then it becomes a 4 Hit Dice creature. It loses any class abilities previously acquired. The creature’s base attack bonus, saves, and skills are recalculated per the undead creature type (base attack bonus equals ½ HD, good Will save, 4 + Intelligence modifier skill points per HD, X4 skill points for the first Hit Die, minimum 1 skill point per level.) The vampyr’s racial class skills are Bluff, Climb, Diplomacy, Hide, Jump, Listen, Move Silently, Sense Motive, and Spot. The vampyr retains the racial abilities of the base creature. Any weapon and armor proficiencies possessed by the base creature before its death are retained.
If the base creature possesses darkvision, then the range of this ability is increased by 30 feet. If the base creature possessed a racial bonus to its Constitution score, then the vampyr receives Improved Toughness as a bonus feat, granting it a hit point bonus equal to its current Hit Dice.

Drink Blood (Ex): A vampyr feeds upon the blood of the living, drinking from the wound of a victim it has bitten or that has been cut or otherwise caused to bleed. If the victim resists, is neither willing nor under some form of supernatural influence that compels its assent, then the vampyr must successfully grapple and pin the victim to drink his blood, dealing 1d4 points of Constitution damage each round the pin is maintained. In addition, a character whose Constitution is reduced below 75% (three-quarters) of his normal, undamaged score is fatigued. A character whose Constitution is reduced below 50% (one-half) of his normal, undamaged score is exhausted. The vampyr gains 1 hit point per point of Constitution damage thus inflicted. Hit points gained in this fashion beyond the vampyr’s normal, undamaged maximum are temporary.
Fangs (Ex): A vampyr can use its sharp teeth and unnaturally powerful jaws to bite a grappled opponent. A medium-sized vampyr deals 1d4 hit points of damage on a successful attack. The vampyr’s bite is ineffective as a natural weapon outside of a grapple, unless the base creature possesses a bite attack.
Mesmerize (Su): While in its normal or insubstantial form, a vampyr can enthrall a single opponent, holding his target immobile and vulnerable. 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. The creature targeted must succeed on a Will save (DC of 10 + 1/2 vampyr’s HD + vampyr’s Cha modifier) or be instantly effected as though by a hold monster spell. This ability has a range of 30 feet. If the target fails his Will save, the vampyr may maintain the effect as a free action, as long as it remains within range. Only a single target may be affected at a time, and any interruption will allow the target additional Will save attempts, one per round, as per the hold monster spell. For this reason, the vampyr generally employs this ability only against lone, solitary targets. This is a mind-affecting attack.
Talons (Ex): A vampyr’s fingernails are elongated and extremely sharp, and can be used as a weapon against a grappled opponent. A medium-sized vampyr deals 1d3 hit points of damage on a successful attack. This allows the creature, at its option, to deal lethal damage while grappling. The vampyr’s talons are ineffective as a natural weapon outside of a grapple, unless the base creature possessed a claw attack as a natural attack form. A vampyr with the feat Improved Unarmed Strike may, at its option, inflict slashing damage with its unarmed attacks.
Ties of Blood (Su): After having fed upon a victim, a vampyr is able exert considerable mental influence over him or her. The vampyr may suppress the victim’s memory of the attack, as if the victim were under the influence of the psionic power aversion with respect to recalling the episode (either the attack itself or the entire encounter between the two). If the vampyr chooses to leave its victim with some memory of itself, it may instead instill in the victim an attraction effect, as the psionic power, with itself as the object of attraction. Unless countered in some fashion, these effects are lasting. After feeding, the vampyr may also force its victim into a deep sleep, as the deep slumber spell.

Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Su): A vampyr has damage reduction 5/good. This again represents the fact that most physical attacks will little hinder the creature. It does not represent near-instantaneous healing of wounds. It isn’t any higher because of the consideration that broken bones or cut muscles or tendons, while in no way posing a ‘fatal’ threat to a vampyr, would still impair the creature’s combat effectiveness, which is, after all, what hit points largely represent.
Flesh Wounds (Ex): While many attack forms are less effective against a vampyr, they may nevertheless leave visible wounds which if undisguised would hamper the vampyr’s ability to pass as a mortal creature. With the passage of time, however, even the most grievous of wounds close, and scars eventually fade. Game effects are left at the DM’s discretion.
Gaseous Form (Su): As a standard action, a vampyr 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). It may still utilize its ability to mesmerize opponents while in this form. The creature can even pass through the chinks between grains of soil, or escape from a coffin lined with lead and sealed with solder. However, this power is available to the vampyr only during the hours of darkness, from dusk until sunrise. Furthermore, a place can be secured against a vampyr by sealing its portals with wreathes of garlic or wild rose, or a paste mixed with holy water or a similar substance.
Recovery (Ex): Unlike a standard undead, a vampyr is not instantly slain if reduced to zero or fewer hit points. Instead, a vampyr reduced to zero hit points is staggered, and a vampyr reduced to below zero hit points is helpless. A vampyr in the later state appears dead, examination revealing neither pulse nor respiration. (An active vampyr does respire, although it will not suffocate if deprived of breathable air.) But to the trained eye (requiring a Heal check, DC 15,) continued suppleness of the limbs and lack of lividity or of other signs of decay may betray a vampyr as other than an ordinary corpse. Additional steps must generally be taken to insure that a vampyr is truly destroyed (see below).
Resistances (Ex): A vampyr has resistance to acid 5, cold 10, electricity 10, and fire and sonic 5. These resistances represent the fact that attacks of these types are less likely to cause physical impairment that would reduce combat effectiveness.
Spider Climb (Ex): A vampyr can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampyr has +4 turn resistance.

Abilities: Increase from the base creature as follows: Str +6, Cha +2. As an undead creature, a vampire has no Constitution score. Further ability improvements are contingent upon the increase in power that comes with great age (by Age Category) or experience (i.e., progression in the Greater Vampyr Prestige Class.)
Skills: If the base creature possessed 5 or more Hit Dice before its death, then the vampyr receives a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Skills are otherwise as for the base creature.
If the base creature possessed 4 or fewer Hit Dice at the time of its demise, then skill points are recalculated and skills are refigured as described above. In addition, the vampyr receives a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Vampyres gain Ability Focus (Mesmerism), Improved Initiative, and Lightning Reflexes as bonus feats, assuming the base creature 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 vampyr spawn)
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Usually evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +4.

vampbook2.jpg

"Carpe Noctem (2)" by Matthew D. Seel, used with the gracious permission of the artist. To see more of the work of Matthew D. Seel, visit his Elfwood gallery.

Vampyr Weaknesses (Ex)

Partially offsetting the advantages a vampyr enjoys over its mortal prey are a number of hindrances inherent to its unnatural existence.

Animal Antipathy: Animals, whether wild or domesticated, can sense the unnatural presence of a vampyr at a distance of 60 feet. They will display the signs of extreme agitation, and while predators may threaten or posture, they will not willingly approach nearer; they cower if forced to do so and are prevented from retreating. An animal can and will respond violently if a vampyr attacks it, however.
Blood Dependency: A vampyr will not die if deprived of blood, but grows weaker, and long periods of deprivation will give a vampyr the wasted appearance of illness or age. Vampyres lose 3 hit points per day, and hit points lost in this fashion can only be restored by its drink blood attack. A vampyr continues to loose hit points each day until its hit point total is reduced to zero. At zero hit points, a vampyr is staggered. In this condition, the creature will likely remain in gaseous form, taking corporeal form only to attack a mesmerized victim.
Bound to the Grave: Between the hours of full sunrise and noon, a vampyr falls into an inanimate, deathlike slumber, during which time it is both utterly helpless and completely insensate. The vampyr has a few moments at noon during which it may choose to rise from this deathlike stupor, but if it fails to stir it remains in this state until sunset. The creature must rest on (or directly over) the soil of a grave to take any benefit from this unnatural rest. A vampyr that rests on the soil of a grave regains lost hit points equivalent to a full night’s rest. If the earth comes from its original place of burial, then it heals twice this amount, as from a full day of bed rest. Note that a vampyr’s rest will not restore hit points lost to blood dependency--- which can only be regained by the consumption of living blood. A vampyr unable to find a suitable resting place will not heal. Furthermore, it suffers from the deprivation, accruing 1 point of ability damage each to its intelligence, wisdom, and charisma scores for each day it is denied its proper rest. The creature may only recoup this ability damage by finding--- or creating--- a suitable place of rest. Once it has secured such a refuge, it recovers ability damage at the normal rate (doubled if the soil comes from its own grave or sepulcher.)
Denying a Vampyr its Rest: There are several methods of denying a vampyr its place of rest. The application of holy water or similar stuff (holy wafers, as an example,) a consecrated holy symbol, or a branch of wild rose will all spoil a grave for the vampyr’s use. A consecrate spell is equally efficacious.
Garlic: Vampyres have a strong supernatural aversion to the blooms of the garlic plant. A vampyr cannot enter or pass through any 5-foot square containing fresh garlic blossoms, and takes a –2 penalty on melee attack rolls against a target wearing garlic.
Holy Symbol: Vampyres recoil from holy symbols and objects. No few would-be vampyr slayers have found to their ultimate regret that an ‘improvised’ holy symbol, i.e., a cross made of two crossed sticks, holds no power over a vampyr. But an object intentionally crafted and recognizable as a holy symbol (a typical wooden holy symbol, for instance,) does provides a measure of protection. A character bearing such an object receives a morale bonus of +2 versus the vampyr’s mesmerism power, and the vampyr takes a –2 penalty on melee attack rolls and grappling checks made against a target prominently displaying or brandishing such a symbol. A holy symbol crafted of precious materials (a typical silver holy symbol, for example,) and blessed upon a consecrated altar, is an even more potent defense against these undead. A character bearing a symbol of this type is utterly impervious to mesmerism, and a vampyr takes a –4 penalty on melee attack rolls and grappling checks made against a target openly wearing such a device. Furthermore, by forcefully presenting a holy symbol of this type, a character may hold a vampyr at bay. A vampyr held at bay must stay at least 5 feet away from the creature wielding the holy symbol, must retreat before the creature’s advance if able to do so, and can neither touch nor make melee attacks against him or her. Holding a vampyr at bay is a standard action. Moreover, if a character can manage to bring it to bear, the touch of a holy symbol of this type will deal 2d4 points of holy damage to the monster.
Invitation: While able to scale walls with lizard-like ease or take the form of a cloud of elemental dust and pass through the barest of cracks, a vampyr is barred by supernatural prohibition from entering the dwelling places of its potential prey without invitation. A vampyr is completely powerless to enter a home or other building unless first invited in by someone who either resides there or may rightfully enter.
Preventing the Dead from Rising: A consecrated holy symbol will prevent a vampyr’s victim from rising as one of the undead if laid over the body during the interval between death and internment. A corpse can also be prevented from returning as a vampyr by any of the methods that will destroy a vampyr.
Running Water: A vampyr may only cross running water under its own power at the turn of the tides.
Slaying a Vampire: A vampyr reduced below zero hit points may be destroyed by piercing its heart and cutting off its head, by cremation, by dissolution in acid, or by other means that would effectively destroy its corporeal body (a disintegration spell, for instance.) A character may attempt a coup de grace against a vampyr, but the creature is allowed the normal Fortitude save, and it requires two coup de graces (and two failed saves) to slay the monster, one each for the heart and head. Two characters can combine their efforts, one taking the head and the other the heart, in order to destroy a vampire in a single round. A single coup de grace (and failed save) with a good-aligned or holy weapon will also destroy a vampyr. Once a vampyr has been staked and beheaded or otherwise slain, its corpse (or what is left of it) is quickly affected by the corruption and decay that its unnatural existence has held at bay. In a matter of moments, the remains are reduced to the state of decomposition and dissolution that would have naturally occurred since the vampyr’s death, had it not become undead.

Vampyr Age Categories

Vampyres are unbowed by the weight of centuries, growing stronger rather than declining with the passing years. When a creature rises from the grave as a vampyr, any penalties to physical ability scores due to aging effects are removed. (Increases to mental ability scores due to aging are retained.) If the creature survives long enough in its undead existence, it becomes even more powerful, as noted below.

Category Age (Years)* Ability Score Bonuses**
Fledgling 0 – 49 none
Young 50 – 99 +1 to Str, Dex, Int, Wis, Cha
Mature 100 - 199 +1 to Str, Dex,
Old 200 - 299 +1 to Str, Int, Wis, Cha
Very Old 300 - 499 +1 to Str, Dex, Cha
Ancient 500 - 999 +1 to Str, Int, Wis
Elder 1000+ +1 to Str, Dex, Int, Wis, Cha
*Age reflects years as a vampyr only; the duration of a creature’s mortal lifetime is not counted towards this calculation.
**Bonuses are cumulative.

vampbook1.jpg

"Carpe Noctem (1)" by Matthew D. Seel, used with the gracious permission of the artist. To see more of the work of Matthew D. Seel, visit his Elfwood gallery.

Greater Vampyr (Monstrous Prestige Class)

Hit Die: d12.
Requirements
To qualify to become a greater vampire, a character must fulfill all the following criteria.
Special: The character must possess the vampyr template.

Class Skills
The greater vampyr’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.

Table: The Greater Vampyr
Level BAB Fort Ref Will Special

1st +0 +0 +0 +2 Summon Mist
2nd +1 +0 +0 +3 Animal Control
3rd +1 +1 +1 +3 Animal Shapes
4th +2 +1 +1 +4 Call Animal or Vermin
5th +2 +1 +1 +4 Summon Storm

Class Features
All of the following are Class Features of the greater vampyr prestige class.

Weapon and Armor Proficiency: Greater vampyres gain no proficiency with any weapon or armor.
Summon Mist (Sp): A greater vampyr can call forth a billowing cloud of mist to hide its movements and confuse its foes. This duplicates the effect of a fog cloud spell (caster level 3rd), except that the effect must initially center on the greater vampyr. In subsequent rounds, the creature may then target adjacent 20’ squares, extending the effect. This ability is usable at will.
Animal Control (Su): The greater vampyr can rebuke or command animals like an evil Cleric does with undead. When utilizing this ability, the creature makes a turning check and rolls for total HD affected as normal, using its greater vampyr levels in place of cleric levels. This ability is usable at will.
Animal Shapes (Su): Within certain proscribed limits, the greater vampyr may assume two animal forms. The first form is normally that of a great canine, resembling a large wolf or dog. This form grants the greater vampyr an improved land speed and natural attacks, and effectively disguises it as well. Where wolves are uncommon or unknown, the greater vampyr may take the form of a great cat instead; other, more exotic forms are possible. While in this form, the greater vampyr retains its own size, type, and ability scores. Its speed increases to 50 feet per round, it gains a bite and two claw attacks that inflict 1d6 and 1d4 hit points of damage, respectively, and it receives a +10 bonus to disguise checks to pass as an animal. It retains its ability to drink blood while in this form, and all of its special qualities.

The second form a greater vampyr may take is that of a flying creature of tiny or diminutive size. This form is normally that of a bat, although avian forms are possible. Each vampyr gains the ability to assume the form of a specific flying animal; this form must be chosen when the ability is first acquired. While in the form of a bat (or other flying animal), the greater vampyr retains its ability to drink blood and its special qualities, but uses the physical ability scores, speed, and attacks of the form it has assumed.

The greater vampyr may only change shape or return to its original humanoid form at the hours of sunrise, sunset, and noon, unless it is at its resting place, or on unhallowed ground.
Call Animal or Vermin (Su): A greater vampyr can attract wild animals and insects. This is not the instantaneous effect of a summon monster or summon nature’s ally spell; the creatures called must be present in the immediate proximity, a 1 mile radius per greater vampyr level possessed, and arrive as soon as possible, given the terrain and the creatures’ mode of travel. Once the creatures arrive, they can be induced to remain nearby, although they will wander afield to seek provender. Greater vampyres most often make use of this power either to attract animals on which to feed or to provide protection for their lairs as a deterrent to intruders. This ability affects a number of creatures of a single type of total hit dice no greater than twice the greater vampyr’s total hit dice and/or levels. Animals commonly called in this fashion include packs of wolves and swarms of rats and bats.
Summon Storm (Sp): The greater vampyr can alter the weather in his vicinity as per the control weather spell (caster level 13th). This ability is usable 3 times per week.


Half-Vampyr

Half-vampyres are still-living creatures that have either tasted a vampyr’s tainted blood themselves, been transformed through unholy ritual, or are the offspring of a half-vampyr.

When a mortal consumes the foul ichor that flows through a vampyr’s veins, he begins gradually to take on some of the aspects of the creature. At first, the change is nearly imperceptible; the character acquires an aversion to holy symbols and objects, and will even be burned by their touch. But as time passes, it becomes more apparent that something is amiss. The character soon finds that he is unable to stomach normal food, and grows increasingly weaker, feeling especially enervated during the morning hours. The half-vampyr grows pale and, upon close inspection, the teeth of the half-vampyr will seem to have lengthened and its canines to have grown sharp and pointed.

Strange hungers are awakened as the character’s normal appetite is suppressed. The half-vampyr is soon consumed by the urge to sink its teeth into living flesh and to taste living blood. Only the most noble and strong-willed character will be able to long resist this hunger for blood. A half-vampyr that does not feed upon the living in this fashion continues to decline and will perish if the thirst is not satiated.

But even death offers no true release, for the character is doomed to return from the grave as a vampyr. Once the half-vampyr has consumed mortal blood, its fate is irrecoverably sealed. Even if the vampyr who 'infected' it is destroyed, the half-vampyr will still return as an undead creature itself.

While a half-vampyr grows weaker and will perish from the lack of blood, it possesses greater stamina than it had before when it has fully fed, and can even spend some of its stolen vitality to increase its strength for a brief time. A half-vampyr also gains the ability to see in the dark. And like the vampyr it is doomed to become, the half-vampyr can pass along the curse of its wretched existence. Those upon whom a half-vampyr has fed are likewise doomed to return as vampyres.

As living beings, half-vampyres are still capable of procreation, and they pass along their affliction to their offspring. The child of a male half-vampyr begins to evince the tell-tale signs of his or her heritage soon after reaching sexual maturity. While rare, it is also marginally possible for a female half-vampyr to conceive and carry a pregnancy to full-term. In this case, the resultant child displays the traits of a half-vampyr from birth, and is suckled on its mother’s unholy blood.

While still alive, half-vampyres are also touched by undeath and, as a consequence, are affected by Turn Undead and by holy symbols, although not to the extent of a true undead creature. They are likewise averse to garlic, and normal animals are discomfited by their presence. They grow weary and sluggish during the morning hours, but can operate throughout the day. Half-vampyres still age, but more slowly than before, and are more likely to meet their ends either through misadventure or from want of their singular diet. But until they do, they are otherwise free of the special limitations of a true vampyr. Harder to detect, and free of the supernatural constraints that limit a vampyr’s freedom of action, a half-vampyr may pose an even more insidious threat.

CREATING A HALF-VAMPYR
“Half-vampyr” is an acquired or inherited template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A half-vampyr uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The half-vampyr is either an augmented humanoid or augmented monstrous humanoid, depending upon the type of the base creature. Size is unchanged.
Hit Dice: Same as the base creature.
Speed: Same as the base creature.
Armor Class: Same as the base creature.

Special Attacks: A half-vampyr retains all the special attacks of the base creature and gains those described below.
Create Spawn (Su): A humanoid or monstrous humanoid that suffers Constitution damage as a result of a half-vampyr’s drink blood attack must succeed on a DC 15 Fortitude save or is doomed to return as a vampyr after its death, rising from its grave 1-4 days after burial. This fate may be avoided by the destruction of the half-vampyr prior to the victim’s death. See vampyr template.
Drink Blood (Ex): A half-vampyr feeds upon the blood of the living, drinking from the wound of a victim it has bitten or that has been cut or otherwise caused to bleed. If the victim resists, is neither willing nor under some form of supernatural influence that compels its assent, then the half-vampyr must successfully grapple and pin the victim to drink his blood, dealing 1 point of Constitution damage each round the pin is maintained. In addition, a character whose Constitution is reduced below 75% (three-quarters) of his normal, undamaged score is fatigued. A character whose Constitution is reduced below 50% (one-half) of his normal, undamaged score is exhausted. The half-vampyr heals Constitution damage it has itself suffered as a result of its Blood Dependency at a rate 1 point per point of Constitution damage thus inflicted.

Special Qualities: A half-vampire retains all the special qualities of the base creature and gains those described below.
Aura of Evil (Ex): The power of a half-vampyr’s aura of evil (see the spell detect evil) is equal to that of an undead creature of the same Hit Dice. A half-vampyr radiates an aura of evil even if of non-evil alignment.
Blood Strength (Ex): A half-vampyr can spend 2 points of Constitution to temporarily increase its Strength. This effect is as per the spell bull’s strength, cast at a level equal to the half-vampyr’s total Hit Dice. When the effect ends, the half-vampyr suffers 2 points of Constitution damage. This damage can only be healed by its Drink Blood ability, and not through normal healing. This ability is usable at will, as a free action.
Darkvision (Ex): A half-vampyr gains darkvision with a range of 60 feet, unless the base creature possesses darkvision of superior range.
Negative Energy Affinity (Ex): A half-vampyr is damaged by positive energy (cure spells) and healed by negative energy (inflict spells) as if it were a creature of the undead type.
Slow Aging (Ex): Half-vampyres age more slowly than normal, and even when they display the signs of advanced years remain undiminished in their physical capabilities. A half-vampyr has double the maximum age of the base creature, and takes no further penalties from natural aging effects, although bonuses continue to accrue.

Abilities: A half-vampyr’s Constitution score is increased by 6 points.
Skills: Same as the base creature.
Feats: Same as the base creature.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (2–5 + 1-2 vampyr)
Challenge Rating: ???
Treasure: Standard.
Alignment: Usually evil (any).
Advancement: By character class.
Level Adjustment: ???

Half-Vampyr Weaknesses (Ex)
The half-vampyr is subject to a number of weaknesses as a result of an existence poised upon the brink of undeath.
Animal Antipathy: Animals, whether wild or domesticated, can sense that the half-vampyr is an unnatural creature, and reacts negatively to its presence. A half-vampyr receives a penalty of -4 to all Handle Animal and Ride checks.
Blood Dependency: A half-vampyr must consume the blood of living creatures to survive. When a creature acquires the half-vampyr template, it gradually loses the ability to take normal sustenance over a number of days equal to 3 + its current Constitution score. Thereafter, it suffers 1 point of Constitution damage per day. This damage can not be healed by normal means; it can only be recovered through the half-vampyr’s Drink Blood attack.
Blood Thirst: Once a half-vampyr begins to suffer Constitution damage due to Blood Dependency, the craving for blood becomes so intense that the half-vampyr must make a Will save once each day if it wishes to avoid acting upon the urge to feed. The DC of this save is 10, +1 for each previous check. If the creature fails an attempt, it will attempt to drink blood as the opportunity arises, even targeting friends or loved ones as potential victims in its haste to satiate its growing thirst.
Garlic: A half-vampyr finds the scent of garlic blooms unnaturally offensive. The creature suffers a -2 penalty to attacks and grappling checks against a character wearing a strand of garlic, and it must make a successful Will save (DC 15) to force itself to pass through a 5-foot square containing garlic in appreciable quantity.
Holy Symbols: A half-vampyr takes the same penalties to attack and grappling rolls when confronted by a holy symbol as does a vampyr. If confronted by a consecrated holy symbol, it is held at bay unless it makes a successful Will save (DC 15.) Furthermore, the flesh of a half-vampyr is seared by the touch of a holy symbol, which inflicts 1d4 points of holy damage upon the monster.
Proper Rest: A half-vampyr feels strongly compelled to take its rest during the hours between sunup and noon. It receives no benefit from rest unless taken during these hours, and if it chooses to remain active during this time, it receives a penalty of -2 to attacks and grappling checks, armor class, and saves.
Vulnerable to Turning: A half-vampyr is affected by the power to Turn or Rebuke Undead as if it were an undead creature of the same Hit Dice. Because the half-vampyr is still a living creature, however, it receives a Will save to avoid or lessen the effects of a successful attempt. The DC of this save is equal to 10 + the effective cleric level + the Charisma bonus of the character using the Turn or Rebuke Undead ability. If the half-vampyr’s Will save is successful against an attempt that would normally turn or rebuke an undead creature of its Hit Dice, it is stunned for 1 round instead. If the half-vampyr succeeds in its Will save versus an attempt that would normally result in an undead creature of its Hit Dice being destroyed or commanded, it is turned or rebuked instead.



Revision History

2/12: Posted first draft.

Edit, 2/17: Added some of the vampyr's weaknesses: Blood Dependency, Garlic, Holy Symbols, and Invitation. Still left to do: Bound to the Grave, WildRose, Denying a Vampyr its Proper Rest, Destroying a Vampyr, Running Water, Preventing the Dead from Rising.

Edit, 2/18: Finished weaknesses, edited Speed and Gaseous form. Added Word document.

Edit, 2/19: As suggested by Camarath. Added recommended CR and ECL, and clarified effects of garlic & holy symbols on grappling. Please note: attachment does not yet reflect these changes (for some reason, it seems to take me forever to upload it once edited.)

Edit, 2/19: Clarified mesmerism special attack.

Edit, 2/19: Just reformatted the text a bit, per Ferret's suggestion, for ease of readability.

Edit, 2/19: Added greater Vampyr Monsterous Prestige Class!

Edit, 2/23: Version 2.0 with Age Categories & revised Prestige Class!

Edit 2/26: Added Art Work, formatted text. Still left to do: Half-Vampyr template, Vampyr Spawn, Sample Vampyr.

Edit, 2/30: Removed 'Vampyr Spawn' and replaced with instructions for applying the Vampyr template to a base creature of 4 or fewer Hit Dice. The revision is in yellow.

Edit, 3/2: Added Half-Vampyr Template.

Edit, 3/2: A few minor edits: Clarified the Blood Taint and Bound to the Grave abilities of the Vampyr template; changes/additions are in red. other than that, some minor formatting changes to the Half-Vampyr template. Also updated Word Doc.
 

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John Q. Mayhem

Explorer
Ooh, that's pretty. I like waht you have so far very much. D&D's vampires always seemed a bit off. This template looks signifigantly less powerful than the MM one, with no slam, fewer feats, worse ability score bonuses, and so forth. I will now proceed to calculate it using Soldarin's ECL calculator, assuming it has the MM vampire weaknesses: -2 (weaknesses), +0.7 (abilities), +1 (undead immunities), +0.5 (DR), +0.5 (gaseous form), 1.2 (natural armor), +0.5 (drink blood), +0.5 (create/command spawn, blood taint), +0 (fangs+talons), +1 (mesmerize, blood ties), +0.5 (resistances), +1 (feats and spider climb), +0.2 (turn resistance), +0 (recovery), +2 (skill bonuses) gets you: +7 ECL. That seems a tad high; Soldarin's calculator usually works well but I recall that when I ran the MM vampire through it came out at like +16 or something ridiculous like that. Hope this is helpful.
 


Dagredhel

Explorer
John Q. Mayhem said:
Ha, Ha! I was about to point you to the Bram Stoker's Vampires thread and spent a minute or so searching, and then find that you started it.

I'll take that as a compliment. That thread is over here. Interest in the discussion fell off quickly, so I started working on a template to see if that would spark some interest. I've got to finish the weaknesses, and also add a writeup for vampyr spawn, a monstrous prestige class, and an age category table to represent the other powers Dracula possesses in the novel.
 
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Ferret

Explorer
Beautiful. I did have some worries when I saw the first thread, but the worries are dead and burning now.

Where does it say how to kill one?

[edit can I steal it?
 
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Essex

First Post
If you want a more powerful version of it, check out Denizens of Darkness for Ravenloft 3.5 Edition. I can't reprint it here since its not open material, but they are essentially how White Wolf/Sword & Sorcery wrote up Dracula-style vampires. I can't remember all the powers off the top of my head, but the deal-clincher is their ability to go out in sunlight. The downside is that they lose all the nifty supernatural powers until they rest and recover from the exposure.

That, and putting them down for the count is much harder. Just head chopping them doesn't do it. I believe you also have to burn the body. If you don't, the next time the remains are exposed to moonlight, they begin to regenerate, even lost limbs, including the head.

No wonder Dracula kept coming back in all those movies. :)
 
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Dagredhel

Explorer
John Q. Mayhem said:
Did you decide not to include shapeshifting and summoning creatures, or will those be part of an age progression?

I did decide not to include shapeshifting or summoning in the basic template, for two reasons: First, these are powers only Dracula possesses, or at least, powers that the other vampires in the novel never display. Of course, you might consider them 'spawn', rather than full-fledged, templated 'vampyr'. The other reason was that Dracula studied the dark arts at the Scholomance, and these powers may have come from that study, rather than arising from his undead state. (Other abilities include creating a fog around himself and speaking with the dead, and control of the wind and weather.) I'm not completely decided, but a selection of supernatural abilities might be included with age category advancement, along with ability increases, hit dice, etc. Levels in a magic-using class are another option. Or I may just go the full monstrous prestige class route. Do you think Scholomancer has a nice ring to it?
 

Dagredhel

Explorer
Ferret said:
Beautiful. I did have some worries when I saw the first thread, but the worries are dead and burning now.

Hopefully, you staked and decapitated them first. ;)

Ferret said:
Where does it say how to kill one??

I haven't gotten that far in the write-up, yet. But basically, after you put one down, destroying the heart and taking off the head will work nicely. Holy damage will work, too.

Ferret said:
[edit can I steal it?

You can't steal what is freely offerred, can you?
 
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Dagredhel

Explorer
Essex said:
If you want a more powerful version of it, check out Denizens of Darkness for Ravenloft 3.5 Edition. I can't reprint it here since its not open material, but they are essentially how White Wolf/Sword & Sorcery wrote up Dracula-style vampires. I can't remember all the powers off the top of my head, but the deal-clincher is their ability to go out in sunlight. The downside is that they lose all the nifty supernatural powers until they rest and recover from the exposure.

That, and putting them down for the count is much harder. Just head chopping them doesn't do it. I believe you also have to burn the body. If you don't, the next time the remains are exposed to moonlight, they begin to regenerate, even lost limbs, including the head.

No wonder Dracula kept coming back in all those movies. :)

I read it, and liked it much better than the standard DND vamps--- I'm just one of those people who can't leave well enough alone. I'm going for a creature that is as close as I can make it to those Stoker described in his novel, filling in the blanks where necessary, of course. :D
 

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