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Demihuman Vampires
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<blockquote data-quote="Hand of Vecna" data-source="post: 5986" data-attributes="member: 755"><p><strong>Dwarven Vampire</strong></p><p></p><p><strong>Dwarf Vampire</strong></p><p></p><p><strong>Hit Dice</strong>: Increase to d12</p><p><strong>Speed</strong>: Same as base creature</p><p><strong>AC</strong>: natural armor improves by +7</p><p><strong>Attacks</strong>: Retains all the attacks of the base creature and gains a slam attack</p><p><strong>Damage</strong>: Slam 1d6 + Vitality Drain</p><p><strong>Special Attacks</strong>: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier</p><p><u>Dwarven Traits</u>: +1 racial bonus to attack rolls against orcs and goblinoids</p><p><u>Fear Gaze (Su)</u>: Similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a fear spell cast by a 12th-level Sorcerer. The ability has a range of 30 feet.</p><p><u>Vitality Drain (Su)</u>: Living creatures hit by a dwarf vampire slam attack suffer 2 points of permanent Con drain.</p><p><u>Children of the Earth (Su)</u>: Once per day can call forth up to 10d10 Hit Dice of burrowing or subterranean creature as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.</p><p><u>Create Spawn (Su)</u>: Any dwarf killed by the vampire’s Vitality Drain can rise up again as a vampire. The body must be placed in a stone coffin or sarcophagus and then entombed in some subterranean place. The dwarf vampire must then visit the body of its victim on the 3rd night after its burial and sprinkle its body with powdered metals. As soon as this is done, the new vampire is ‘born,’ and is now a slave to its creator.</p><p><strong>Special Qualities</strong>: retains all the SQ’s of the base creature and those listed below</p><p><u>Dwarven Traits</u>: +2 racial bonus to Will saves against spells and spell-like abilities; +4 dodge bonus against giants; Stonecunning (see PHB or MM); 60 ft. Darkvision</p><p><u>Undead</u>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p><u>Damage Reduction (Su)</u>: A dwarf vampire’s tough undead body possesses DR 20/+2</p><p><u>Turn Resistance (Ex)</u>: A vampire has +4 turn resistance</p><p><u>Resistances (Ex)</u>: A vampire has cold and electrical resistance 20</p><p><u>Stonewalking (Su)</u>: As a standard action, a dwarf vampire can enter and walk through any thickness of stone or earth as if it were nothing more than air. The vampire can extend the magical aura of this power to allow it to bring any object it can carry with it when it stonewalks. A dwarf vampire affected by a <em>dispel magic</em> spell is unable to stonewalk for 2d4 rounds or until reduced to 0 hp. </p><p><u>Fast Healing (Ex)</u>: A dwarf vampire heals 6 points of damage each round when in any subterranean area so long as it has at least 1 hp. Above ground, they heal only 1 hp/round. If reduced to 0 hit points or lower, a vampire automatically uses its stonewalking ability and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to 9 miles 2 hours.) Once at rest in its coffin, it rises to 1 hp after 1 hour, then resumes healing at the rate of 6 hp/round.</p><p><strong>Saves</strong>: Same as base creature</p><p><strong>Abilities</strong>: Str +6, Dex +4, Wis +2, Cha +4. As undead creatures, dwarf vampires have no Con score.</p><p><strong>Skills</strong>: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.</p><p><strong>Feats</strong>: 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.</p><p><strong>Climate/Terrain</strong>: Any subterranean</p><p><strong>Alignment</strong>: Always NE </p><p></p><p><strong>Repelling a Dwarven Vampire</strong>: Dwarf vampires cannot cross a line of powdered metal, even if they are stonewalking. Similarly, they recoil from a strongly presented (Good) holy symbol. These things don’t harm the vampire – they merely keep it at bay. Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a structure that is not made in some part of stone or earth. Thus, a home built wholly of logs would offer complete protection from the intrusions of a dwarf vampire, while a mighty stone castle could be entered with ease.</p><p></p><p><strong>Slaying a Dwarven Vampire</strong>: Exposing any vampire to direct sunlight disorients it: it can take only partial actions and is destroyed utterly on the next round if it cannot escape. Dwarven vampires take no damage from holy water, but water of a natural spring burns them for 2d8 points of damage per round. Immersion in a pool of water fed wholly by natural springs utterly destroys the vampire when it reaches 0 hp. Impaling it through the heart on a natural stalactite or stalagmite instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. In order to assure that the creature stays dead, its heart must be cut out, soaked in oil for 3 days, and then set alight. When the last flames of the fire have faded away, so to has the essence of the dwarven vampire.</p></blockquote><p></p>
[QUOTE="Hand of Vecna, post: 5986, member: 755"] [b]Dwarven Vampire[/b] [b]Dwarf Vampire[/b] [b]Hit Dice[/b]: Increase to d12 [b]Speed[/b]: Same as base creature [b]AC[/b]: natural armor improves by +7 [b]Attacks[/b]: Retains all the attacks of the base creature and gains a slam attack [b]Damage[/b]: Slam 1d6 + Vitality Drain [b]Special Attacks[/b]: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier [u]Dwarven Traits[/u]: +1 racial bonus to attack rolls against orcs and goblinoids [u]Fear Gaze (Su)[/u]: Similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a fear spell cast by a 12th-level Sorcerer. The ability has a range of 30 feet. [u]Vitality Drain (Su)[/u]: Living creatures hit by a dwarf vampire slam attack suffer 2 points of permanent Con drain. [u]Children of the Earth (Su)[/u]: Once per day can call forth up to 10d10 Hit Dice of burrowing or subterranean creature as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. [u]Create Spawn (Su)[/u]: Any dwarf killed by the vampire’s Vitality Drain can rise up again as a vampire. The body must be placed in a stone coffin or sarcophagus and then entombed in some subterranean place. The dwarf vampire must then visit the body of its victim on the 3rd night after its burial and sprinkle its body with powdered metals. As soon as this is done, the new vampire is ‘born,’ and is now a slave to its creator. [b]Special Qualities[/b]: retains all the SQ’s of the base creature and those listed below [u]Dwarven Traits[/u]: +2 racial bonus to Will saves against spells and spell-like abilities; +4 dodge bonus against giants; Stonecunning (see PHB or MM); 60 ft. Darkvision [u]Undead[/u]: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. [u]Damage Reduction (Su)[/u]: A dwarf vampire’s tough undead body possesses DR 20/+2 [u]Turn Resistance (Ex)[/u]: A vampire has +4 turn resistance [u]Resistances (Ex)[/u]: A vampire has cold and electrical resistance 20 [u]Stonewalking (Su)[/u]: As a standard action, a dwarf vampire can enter and walk through any thickness of stone or earth as if it were nothing more than air. The vampire can extend the magical aura of this power to allow it to bring any object it can carry with it when it stonewalks. A dwarf vampire affected by a [i]dispel magic[/i] spell is unable to stonewalk for 2d4 rounds or until reduced to 0 hp. [u]Fast Healing (Ex)[/u]: A dwarf vampire heals 6 points of damage each round when in any subterranean area so long as it has at least 1 hp. Above ground, they heal only 1 hp/round. If reduced to 0 hit points or lower, a vampire automatically uses its stonewalking ability and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to 9 miles 2 hours.) Once at rest in its coffin, it rises to 1 hp after 1 hour, then resumes healing at the rate of 6 hp/round. [b]Saves[/b]: Same as base creature [b]Abilities[/b]: Str +6, Dex +4, Wis +2, Cha +4. As undead creatures, dwarf vampires have no Con score. [b]Skills[/b]: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. [b]Feats[/b]: 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. [b]Climate/Terrain[/b]: Any subterranean [b]Alignment[/b]: Always NE [b]Repelling a Dwarven Vampire[/b]: Dwarf vampires cannot cross a line of powdered metal, even if they are stonewalking. Similarly, they recoil from a strongly presented (Good) holy symbol. These things don’t harm the vampire – they merely keep it at bay. Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a structure that is not made in some part of stone or earth. Thus, a home built wholly of logs would offer complete protection from the intrusions of a dwarf vampire, while a mighty stone castle could be entered with ease. [b]Slaying a Dwarven Vampire[/b]: Exposing any vampire to direct sunlight disorients it: it can take only partial actions and is destroyed utterly on the next round if it cannot escape. Dwarven vampires take no damage from holy water, but water of a natural spring burns them for 2d8 points of damage per round. Immersion in a pool of water fed wholly by natural springs utterly destroys the vampire when it reaches 0 hp. Impaling it through the heart on a natural stalactite or stalagmite instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. In order to assure that the creature stays dead, its heart must be cut out, soaked in oil for 3 days, and then set alight. When the last flames of the fire have faded away, so to has the essence of the dwarven vampire. [/QUOTE]
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