Inspired by the almighty blood king!!!!

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Sanguinarian Vampire

Sanguinarian vampires are what could be called the ‘first’ or ‘elder’ vampires since their kind originally began to spread the curse millions of years ago. The sanguinarian vampire is the epitome of the vampire race and even the most powerful vampire lords fear and respect the sanguinarian vampire. Nearly impossible to kill, they are a plague upon creation and highly adaptable. What follows is by no means the limit of their possible abilities, but rather, the most common representation of the sanguinarian vampire. It is fortunate for mortals that there are typically no more than one or two to any given world.

Creating a ‘Sanguinarian Vampire’

“Sanguinarian Vampire” is a template that can be added to any humanoid or monstrous humanoid (hereafter referred to as the “character”). Sanguinarian vampires can speak any language they knew in life and automatically gain Abyssal as a language.

Size and Type: Character’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size remains unchanged.

Hit Dice: Increase all current and future hit dice to d12. Sanguinarian vampires use the charisma modifier in place of their constitution modifier when determining hit points.

Speed: A sanguinarian vampire's speed increase five fold. Additionally it acquires a fly speed equal to five times it's land speed, maneuverability perfect.

Armor Class: A sanguinarian vampire gains +8 natural armor. They also add their charisma modifier to armor class in the form of a deflection bonus.

Attack: A sanguinarian vampire gains two claw/slam (it may do either) attacks per round if it lacks a weapon.

Full Attack: A sanguinarian vampire fighting without weapons uses either its claw, slam, and/or bite. If armed with a weapon, it usually uses the weapon as its primary attack along with a bite as a natural secondary attack, provided it has a way to make that attack.

Damage: A sanguinarian vampire without a weapon deals 2d6 points of damage with each successful claw or slam attack, plus the impressive strength modifier it will undoubtedly have. In addition to the physical damage, the sanguinarian vampire deals 2d4 negative levels with each successful slash of it's claws or strike of its fists. A fort save (DC = 10 + 1/2 the sanguinarian vampire’s levels + Cha modifier) for each negative level gained is allowed 24 hours after being inflicted. A failed save means the negative level results in an character level loss. The sanguinarian vampire’s bite attack deals 2d6 points of piercing damage and drains 4d4 points of constitution from the bitten victim permanently or until restored through divine magic.

Special Attacks: A sanguinarian vampire retains all the previous special attacks of the character and gains the following. The save DC for all abilities is DC 10 + half character level + Cha modifier.

Blood Drain (Ex): With a successful grapple attack, A sanguinarian vampire can feed off a subject automatically each round. Any creature damaged the bite takes 4d4 points of permanent constitution damage as the sanguinarian vampire devours soul and blood.

Children Of The Night (Su): Sanguinarian vampires can command the lesser creatures of the world and at will, can call forth 4d8 dire bats, dire rats, or small monstrous spiders, a swarm of 10d10 bats, rats, or tiny monstrous spiders, or a pack of 3d6 wolves medium or monstrous spiders as a free action. These creatures arrive in 1 round and serve the sanguinarian vampire for up to 24 hours.

Consume Undead (Su): A sanguinarian vampire automatically slays and consumes the essence of any undead within 30 ft. that fails a Fort save. It pulls forth powerful magic to feast on the essence of the undead. For every undead slain in this manner, a sanguinarian vampire gains a +1 cumulative bonus to Str and 1d8 temporary hit points for the entirety of the remaining combat. Sanguinarian vampires control this ability, thus they may shield anyone they wish from this effect.

Control Weather (Su): The sanguinarian vampire can control the weather, as the spell, as a free action at will.

Deadfire (Su): As a full round action, a sanguinarian vampire may cause the spiritual essence of 1 creature per his level to burn outward like flames across their body. This causes 1d6 points of divine damage per level of the sanguinarian vampire. Each victim receives a Fortitude save for half this damage. The sanguinarian vampire can use this ability once per day plus an additional time per day for each point of charisma modifier.

Draining Webs (Ex): As the webspinning spider ability, except the webs created by this effect also cause anyone caught in them to become exhausted if a Fortitude save is failed. A reflex save is allowed to avoid the webbed area entirely. A sanguinarian vampire can spin these webs at will via spinnerets concealed deep in the back of their mouth. Sanguinarian vampires tend to leave webs everywhere as traps.

Energy Drain (Su): The sanguinarian vampire’s claw or slam attack deals 2d4 negative levels. A fort save is allowed for the drained creature per negative level attained 24 hours after the fact. A failed save indicates an actual class level was lost.

Feast of Blood (Su): A sanguinarian vampire automatically slays and consumes the blood of any creature with 10 hp or less within 30 ft. that fails a Fort save. Sensing the weakness of a victim, it pulls forth powerful magic to feast on the blood of the dead, dying, or weak (only those creatures damaged through combat are effected. Creatures with 10 or less hit points at full health do not automatically die). For every creature slain in this manner, a sanguinarian vampire gains a +1 cumulative bonus to Str and 1d8 temporary hit points for the entirety of the remaining combat. Sanguinarian vampires control this ability, thus they may shield anyone they wish from this effect.

Iron Grip (Su): Sanguinarian vampires are naturally obsessed with power, as they are totalitarian masters of their servants. Sanguinarian vampires are so powerful, that they hold the power of life and death over their minions. The sanguinarian vampire may seal his power over an individual by ordering them to drink of a concoction, made of the sanguinarian vampire’s own blood. The potion must only be taken completely willingly, any form of coercion, magic or mundane, cancels the power of the potion. Trickery can be used, but only if the victim is aware that the effects of the foul elixir will include some sort of price. For example, a sanguinarian vampire cannot threaten to kill a villager’s child to force them to drink the potion, but he could trick the villager into drinking by promising him great power in return for swearing over his own life.

Once drunk, the potion gives the sanguinarian vampire the ability to crush the heart of the drinker at will. This death is slow and agonizing, taking one whole minute. Over this time, the heart of the victim is seized by a telekinetic hand and is crushed into a bloody pulp. The sanguinarian vampire must take a full round action to initiate the attack, and may release the grip at any moment. After drinking the potion, the victim is forever more under the power of the sanguinarian vampire. Only the final death of the sanguinarian vampire will free the victim. This power does not affect undead creatures, except for vampire spawn, vampires, and vampire lords. Vampire spawn, vampires, and vampire lords are strangely vulnerable to this attack, which has the power to permanently destroy any vampire spawn, vampires, or vampire lord thus attacked by a sanguinarian vampire. Although no sanguinarian vampire will waste their time using this ability on a vampire when it can simply destroy them out right using their Consume Undead ability.

Mass Domination (Su): Like a normal vampire, except a sanguinarian vampire can affect twice their hit dice in living creatures that are within 100 ft. of him. In order for this to work, a creature must be able to see and hear the sanguinarian vampire as they speak (but not necessarily have to understand). A Will save DC is awarded to negate the control. Creatures who pass this save are still considered staggered for 1d4 minutes after the experience.

Master of Blood (Su): All living creatures within a 100-foot radius of a sanguinarian vampire begin to suffer from acute hemophilia. Living blood refuses to clot within this radius, severely endangering wounded characters. Characters that are bleeding will either continue to bleed or begin to bleed anew unless the wound has been cauterized or sutured. Bandages fail to halt blood loss, the blood has become so viscous that it flows right through the bandage. The bleeding stops as soon as the victim leaves the radius, though con damage incurred before that moment remains. Further more, characters that have taken internal injuries destabilize and begin to die once more. This ability is not as dangerous in combat as other abilities, but it is often used by sanguinarian vampires who are shadowing dangerous quarry. Sanguinarian vampires control this ability, thus they may shield anyone they wish from this effect. Sanguinarian vampires may use this ability to keep blood fluid indefinitely, though blood preserved in this manner spoils after one day.

Summon Undead (Su): The sanguinarian vampire, as a free action, once per round, can summon any undead that can be created by the Animate Dead, Create Undead, and the Create Greater Undead spells. They can summon and control up to twice their hit dice in undead at any one time with this ability in addition to any vampires they may have created with their Create Spawn ability.

Special Qualities: A sanguinarian vampire has all the special qualities of the base character plus the following.

Bath of Blood (Su): Sanguinarian vampires may undertake a gruesome ritual to temporarily increase their charisma. The sanguinarian vampire must drain the blood of a living or newly dead human and collect the blood in some container. The fresh blood must be then showered upon the vampire, or else he or she must climb into the container. The sanguinarian vampire gains a bonus of +4 to his or her charisma for a number of days equal to the charisma score of the victim. The duration of the bonus does not stack; each bath immediately ends the bonus granted by the last. While under the effects of the bath of blood, the sanguinarian vampire takes on their own appearance at a younger age, roughly 18 to 25.

Sanguinarian vampires relish the sensation of their horrible ritual. They construct hideous apparatuses by which they might bath, shower and even swim in human blood.

Celerity (Ex): Sanguinarian vampires are always under the effects of a Haste spell. Additionally, all spawn and lords within 30 ft. benefit from this hastened nature.

Create Spawn (Su): Like a normal vampire, a sanguinarian vampire can choose to create a spawn if they kill a living subject with his energy drain ability or his blood drain ability. However, unlike mundane vampires, all spawn created by a sanguinarian vampire are treated as full vampires rather than simple spawn despite their hit dice or levels at the time of death. Additionally, a sanguinarian vampire can sacrifice 1d4 hit points permanently at the time of creation to create a more powerful vampire lord. Neither spawn nor lords are created unless the sanguinarian vampire wants to create them.

Damage Reduction (Ex): A sanguinarian vampire gains damage reduction equal to “half it's hit dice” / - .

Fast Healing (Ex): A sanguinarian vampire has fast healing equal to half it's hit dice.

Gaseous Form (Ex): As a free action, a sanguinarian vampire can assume gaseous form at will, as the spell, except, the duration is indefinite and the form has a fly speed of 60' with perfect maneuverability.

Immunities (Ex): Sanguinarian vampires are immune to all traditional vampire vulnerabilities and weaknesses.

Limited Regeneration (Ex): A sanguinarian vampire can reattach body parts and limbs simply by holding them to the area from which they were removed. Lost body parts and limbs can also be regrown if the sanguinarian vampire concentrates for 1d10 rounds. This requires a Concentration check (DC 20) each round. If the checks fail the sanguinarian vampire can keep trying. Successful checks need not be successive for the lost body part or limb to be regrown.

Nocturnal Predator (Ex): While sanguinarian vampires have little to fear from the sun, they remain nocturnal creatures. They must sleep at least five hours during the day or else suffer a –2 penalty to all attack rolls, skill checks, saving throws and –1 hit point per hit dice until they receive five hours of sleep and one additional hour for each day of sleep missed. The effects of additional days of sleeplessness do not stack.

Shapeshifter (Su): A sanguinarian vampire can freely attain the form and abilities of any creature he has slain using his slam attack, Consume Undead ability, Feast of Blood ability, or who he has fed off of. Treat this as Shapechange spell cast by a sorcerer equal in level to the sanguinarian vampire. They cannot take the form of any spawn they have created, since this ability requires the sanguinarian vampire to consume the actual soul and essence of a victim.

Spell Resistance (Ex): A sanguinarian vampire gains spell resistance equal to 10 + their total combined levels.

Spider Climb (Ex): A sanguinarian vampire can climb sheer surfaces as though with a spider climb spell, except, he moves at his normal speed.

Swarm Form (Ex): As a free action, or when brought to 0 hp, the sanguinarian vampire’s body breaks up into a massive swarm of night creatures (bats, ravens, spiders, vultures, etc.), the precise variety formed being dependent upon the sanguinarian vampire's whims. The number of creatures in this swarm is dependent upon the hit dice total of the sanguinarian vampire and the base hit dice of the constituent night creatures. To determine the number of creatures in the swarm simply divide the sanguinarian vampire's hit dice into a number of creatures who's hit dice total does not exceed the hit dice of the sanguinarian vampire.

Each creature has the standard vampire template, while the entire swarm functions as a single creature. Each creature is impervious to any attack or effect that could conceivably inflict damage upon them. Individual creatures may assume alternate or even gaseous form, as per the standard vampire template they possess, but do not assume gaseous form when brought to 0 hit points, as they cannot be individually destroyed by any means. Should even a single member of the swarm be captured the sanguinarian vampire cannot reform until that member of the swarm escapes or is reclaimed by the sanguinarian vampire.

The sanguinarian vampire reforms as a free action, or after the next sunset if it was forced into this form.

Thirst for Blood (Ex): A sanguinarian vampire must use the blood draining attack to drain a number of constitution points equal to three times his charisma score every week. If by the end of a week the sanguinarian vampire has not drained this amount, he suffers –2 to all skill checks, saving throws, attack rolls and –1 hit points per hit dice for one week. These effects do not disappear until the sanguinarian vampire drains the remaining points required.

Unholy Communion (Su): Sanguinarian vampires possess the ability to increase the power of their minions by feeding them the blood of a sanguinarian vampire. This blasphemous ritual demonstrates the conquest of man by vampire, as the religion of man is desecrated. The Sanguinarian vampire “anoints” his minion by opening his own veins and collecting the blood into a cup. Sanguinarian vampire blood is a black, thick liquid that reeks of the scent of rust. Minions are then allowed to drink from the cup, completing the ritual. Any minion of the sanguinarian vampire who drinks of the blood immediately falls under the control of the sanguinarian vampire, as though the drinker had been subject to the sanguinarian vampire’s Mass Domination ability. The minion gains a temporary bonus of +2 to his constitution scores. The constitution bonus and the mind controlling effect last until the next sunrise. The sanguinarian vampire suffers no ill effects from this loss of blood, and the effects may only apply to living minions of the sanguinarian vampire.

Vulnerabilities (Ex): Sanguinarian vampires have no special vulnerabilities.

Weaknesses (Ex): Sanguinarian vampires have no special weaknesses. Although they do possess no reflection or shadow, which may allow others to identify them as being vampires, though most will foolishly mistake them for common vampires.

Saves: Same as character , in addition to this sanguinarian vampires receive a bonus to their saving throws equal to their charisma modifier.

Abilities: +15 Str, +15 Dex, +15 Int, +15 Wis, +15 Cha. Being undead, a sanguinarian vampire has no constitution score.

Feats: Sanguinarian vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Skills: Sanguinarian vampires have a +10 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Organization: Solitary or clan (1 sanguinarian vampire + 2d6 vampires + 3d4 vampire spawn)

Environment: Same as character.

Alignment: Always evil

Challenge Rating: As as character +35

Level Adjustment: +15

Advancement: Same as character

Treasure: Double coins, double goods, double items.


Slaying a Sanguinarian Vampire

There is no known method of slaying a sanguinarian vampire, although rumors persist that if a sanguinarian vampire knowingly and willingly consumes the blood of a seraphim it will be rendered vulnerable to that which vampires are traditionally most vulnerable to...sunlight. This vulnerability will last until the next sunset, after which they will no longer be vulnerable, unless they knowingly and willingly drink from yet another seraphim. While vulnerable, even the slightest amount sunlight will destroy them instantaneously.
 

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WOW! I'm awestruck with these powers! I think I'm going to use this template in my game... it's an epic good vs evil, "things man was not meant to know" campaign... Of course I may only have them face it at epic levels.
 



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