Krishnath
First Post
Not all vampires are created from the same mold, so here I bring you an alternate vampire template to release upon your players when they least expect it.
Comments and critizism is welcome and wanted
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Vampire, Sengir (Template)
Sengir Vampires are among the oldest of all vampire kin. They are also among the most despicable, dekadent, and depraved of all vampires.
Unlike with most other vampires, creatures slain by the sengir vampire does not automatically raise as a vampire, it takes a concious act of will by a sengir vampire to create a spawn, and even then it does not always work. This has cause the sengires to be very rare compared to other vampire races (perhaps with the exception of the Aku Vampire, which is perhaps the rares of all vampires). Despite this, the sengir vampire is among the most powerful of all vampires, and lack many of the weaknesses that is the bane of their weaker kin.
One thing that is very different with the sengir compared to other vampires is that they do not need the same amount of blood that drives most other vampires to commit acts of gruesome murder, night after night. Rather the sengire only needs a small amount of blood each night, about the same amount as a normal person of the same build needs water, supplementing their nutrition intake with more common foodstuffs. Many sengires are quite fond of dining on roasted unicorns and other 'good' magical beasts.
One thing all sengires have in common however is their twisted sense of humor.
A sengir vampire looks like it did in life, with three notable differences: Their canine teeth are longer and sharper compared to those of the living, they have very pale skin, and their eyes glow with an almost infernal light when the vampire is aroused.
Creating a sengir vampire:
Sengir Vampire is a template that can be added to any fey, humanoid, monstrous humanoid, giant, or dragon with at least 5HD. hereafter referred to as the 'base creature'
Type: Changes to undead
HD: All the creatures HD are changed to d12
Initiative: Increases due to the vampires increased Dex. (see below)
Speed: Land speed increases by 10', The base creatures fly speed increases by 20', to a minimum of fly 100', and the manouverabilty of the fly speed increases by one step to a minimum of average.
AC: The base creatures natural armor improves by +6 as the flesh hardenes.
Attacks: The base creature retains all it's natural attacks, additionally it gainst a slam attack if it does not possess one allready.
Damage: The sengir vampires slam attack deals damage as listed in the following table.
Size . . . . . Damage
F . . . . . . . . 1d4
D . . . . . . . . 1d6
T . . . . . . . . 1d8
S . . . . . . . . 2d6
M . . . . . . . . 2d8
L . . . . . . . . 4d6
H . . . . . . . . 4d8
G . . . . . . . . 8d6
C . . . . . . . . 8d8
Special Attacks: The sengir vampire retains all the special attacks of the base creature, and gain the following:
Spell-like Abilities: Sengire vampires possess the following spell-like abilities as a sorcerer of their character level: At will - Charm Person, and [/i]Hypnotism[/i]; 3/day - Charm Monster, Darkness, Dispel Magic, Hold Person, Inflict Light Wounds, Fear, [/i]Suggestion[/i], and Vampiric Touch; 1/day - Animate Dead, Cone of Cold, Control Undead, Dominate Monster, Telekinesis, and True Seeing.
Improved Grab (Ex): A sengir vampire that hits with it's slam attack may opt to start a grapple as a free action that does not provoke an attack of oppertunity.
Blood Drain (Ex): If a sengire vampire is grappling with an opponent, and maintains it's grapple may choose to drain the blood of it's opponent. The opponent is dealt 1d4 temporary con drain each round the grapple is maintained. If the victim is reduced to 0 con it dies.
Create Spawn (Su): If a sengir vampire drains a victim to 0 con, it may opt to inflict the victim with vampirism, the victim must immediately make a fort save (DC: 20). On a failed save, the victim dies, while if it is successful it dies and rises again the next night as a sengir vampire. One cannot chose to willingly fail the save.
Special Qualities: The sengir vampire retains all the special qualities of the base creature, and gain the following.
Resistances (Ex): Sengir Vampires have cold, electiricty and sonic resistance 20
Damage Reduction (Ex): Sengir Vampires have damage reduction 15/silver
Undead Traits (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it effects an object. It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Undead do not risk death from massive damage, it has darkvision 60'.
Spell Resistance (Su): Sengir Vampires have SR equal to 15+HD.
Vulnerabilities (Ex): Sengir Vampires take 1d8 points of damage each round they are in direct sunlight. A sengir Vampire is automatically destroyed if it fails it's save against the Sunburst or Sunbeam spells.
Blindsight (Ex): Sengir Vampires have blindsight to a range of 30'
Fast Healing (Ex): Sengir Vampires regain 15 hp per round. If the base creature allready has this quality, it stacks.
Abilities: Str +8, Dex +6, Con -, Int +4, Wis +4, Cha +4
Skills: Sengir Vampires get a +8 racial bonus on Bluff, Diplomacy, Hide, Intimidate, Listen, Move Silently, Search, and Spot.
Feats: As the base creature, the sengir vampire gains the following feats as bonus feats if the base creature does not possess them allready: Alertness, Combat Casting, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, and Toughness,
Climate Terrain: As the base creature
Organization: Solitary, or as the base creature
Challenge Rating: As base creature +3,
Treasure: Double standard or as base creature, whatever is higher.
Alignment: Always Evil (Any)
Advancement: By character class.
Sengir Vampire Characters:
Sengir Vampires favor the same class as the base creature, but many sengir vampires also gain levels of sorcerer or wizard.
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Tell me what you think.
And, by the by, here is what you need to know about the baron and his 'daughter' if you feel like adding them to your campaign:
Baron Sengir - NE Male Human Ari5/Ftr5/Wiz20
Irini Sengir - CE Female Dwarf (Mountain) Ari3/Sor17/Wiz 1
Later,
Comments and critizism is welcome and wanted

-
Vampire, Sengir (Template)
Sengir Vampires are among the oldest of all vampire kin. They are also among the most despicable, dekadent, and depraved of all vampires.
Unlike with most other vampires, creatures slain by the sengir vampire does not automatically raise as a vampire, it takes a concious act of will by a sengir vampire to create a spawn, and even then it does not always work. This has cause the sengires to be very rare compared to other vampire races (perhaps with the exception of the Aku Vampire, which is perhaps the rares of all vampires). Despite this, the sengir vampire is among the most powerful of all vampires, and lack many of the weaknesses that is the bane of their weaker kin.
One thing that is very different with the sengir compared to other vampires is that they do not need the same amount of blood that drives most other vampires to commit acts of gruesome murder, night after night. Rather the sengire only needs a small amount of blood each night, about the same amount as a normal person of the same build needs water, supplementing their nutrition intake with more common foodstuffs. Many sengires are quite fond of dining on roasted unicorns and other 'good' magical beasts.
One thing all sengires have in common however is their twisted sense of humor.
A sengir vampire looks like it did in life, with three notable differences: Their canine teeth are longer and sharper compared to those of the living, they have very pale skin, and their eyes glow with an almost infernal light when the vampire is aroused.
Creating a sengir vampire:
Sengir Vampire is a template that can be added to any fey, humanoid, monstrous humanoid, giant, or dragon with at least 5HD. hereafter referred to as the 'base creature'
Type: Changes to undead
HD: All the creatures HD are changed to d12
Initiative: Increases due to the vampires increased Dex. (see below)
Speed: Land speed increases by 10', The base creatures fly speed increases by 20', to a minimum of fly 100', and the manouverabilty of the fly speed increases by one step to a minimum of average.
AC: The base creatures natural armor improves by +6 as the flesh hardenes.
Attacks: The base creature retains all it's natural attacks, additionally it gainst a slam attack if it does not possess one allready.
Damage: The sengir vampires slam attack deals damage as listed in the following table.
Size . . . . . Damage
F . . . . . . . . 1d4
D . . . . . . . . 1d6
T . . . . . . . . 1d8
S . . . . . . . . 2d6
M . . . . . . . . 2d8
L . . . . . . . . 4d6
H . . . . . . . . 4d8
G . . . . . . . . 8d6
C . . . . . . . . 8d8
Special Attacks: The sengir vampire retains all the special attacks of the base creature, and gain the following:
Spell-like Abilities: Sengire vampires possess the following spell-like abilities as a sorcerer of their character level: At will - Charm Person, and [/i]Hypnotism[/i]; 3/day - Charm Monster, Darkness, Dispel Magic, Hold Person, Inflict Light Wounds, Fear, [/i]Suggestion[/i], and Vampiric Touch; 1/day - Animate Dead, Cone of Cold, Control Undead, Dominate Monster, Telekinesis, and True Seeing.
Improved Grab (Ex): A sengir vampire that hits with it's slam attack may opt to start a grapple as a free action that does not provoke an attack of oppertunity.
Blood Drain (Ex): If a sengire vampire is grappling with an opponent, and maintains it's grapple may choose to drain the blood of it's opponent. The opponent is dealt 1d4 temporary con drain each round the grapple is maintained. If the victim is reduced to 0 con it dies.
Create Spawn (Su): If a sengir vampire drains a victim to 0 con, it may opt to inflict the victim with vampirism, the victim must immediately make a fort save (DC: 20). On a failed save, the victim dies, while if it is successful it dies and rises again the next night as a sengir vampire. One cannot chose to willingly fail the save.
Special Qualities: The sengir vampire retains all the special qualities of the base creature, and gain the following.
Resistances (Ex): Sengir Vampires have cold, electiricty and sonic resistance 20
Damage Reduction (Ex): Sengir Vampires have damage reduction 15/silver
Undead Traits (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it effects an object. It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Undead do not risk death from massive damage, it has darkvision 60'.
Spell Resistance (Su): Sengir Vampires have SR equal to 15+HD.
Vulnerabilities (Ex): Sengir Vampires take 1d8 points of damage each round they are in direct sunlight. A sengir Vampire is automatically destroyed if it fails it's save against the Sunburst or Sunbeam spells.
Blindsight (Ex): Sengir Vampires have blindsight to a range of 30'
Fast Healing (Ex): Sengir Vampires regain 15 hp per round. If the base creature allready has this quality, it stacks.
Abilities: Str +8, Dex +6, Con -, Int +4, Wis +4, Cha +4
Skills: Sengir Vampires get a +8 racial bonus on Bluff, Diplomacy, Hide, Intimidate, Listen, Move Silently, Search, and Spot.
Feats: As the base creature, the sengir vampire gains the following feats as bonus feats if the base creature does not possess them allready: Alertness, Combat Casting, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, and Toughness,
Climate Terrain: As the base creature
Organization: Solitary, or as the base creature
Challenge Rating: As base creature +3,
Treasure: Double standard or as base creature, whatever is higher.
Alignment: Always Evil (Any)
Advancement: By character class.
Sengir Vampire Characters:
Sengir Vampires favor the same class as the base creature, but many sengir vampires also gain levels of sorcerer or wizard.
-
Tell me what you think.

And, by the by, here is what you need to know about the baron and his 'daughter' if you feel like adding them to your campaign:
Baron Sengir - NE Male Human Ari5/Ftr5/Wiz20
Irini Sengir - CE Female Dwarf (Mountain) Ari3/Sor17/Wiz 1
Later,
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