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Demihuman Vampires
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<blockquote data-quote="Hand of Vecna" data-source="post: 5999" data-attributes="member: 755"><p><strong>Elven Vampire</strong></p><p></p><p><strong>Elf 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 +5</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 + Charisma Drain</p><p><strong>Special Attacks</strong>: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier</p><p><u>Horrific Visage (Su)</u>: Those who see the scarred and twisted face of an Elf Vampire must make a Will save or be unable to move until 1d4 rounds after they have lost sight of the vampire. If the saving throw attempt results in a natural die roll of 1, the character is instantly struck dead.</p><p><u>Charisma Drain (Su)</u>: Living creatures hit by an elf vampire slam attack suffer 2 points of permanent Cha drain as it draws away the vital, creative energies of its victim. The resulting lack of vibrancy and personal leadership ability is also accompanied by a disfiguring scar that will never leave the body of the victim. A victim of several blows from such a creature may well become so horribly scarred as to be unrecognizable to all but his closest friends.</p><p><u>Children of the Night (Su)</u>: Once per day can call forth a pack of 3d6 wolves, a swarm of 5d6 birds of prey, or a pack of 6d6 small mammals like badgers and porcupines as a standard action. These creatures arrive in 1d6 rounds and serve the vampire for up to 1 hour.</p><p><u>Black Thumb (Su)</u>: any plant that the creature touches withers and dies. In small plants, like flowers, this effect is instantaneous. In larger plants, like shrubs or hedges, it takes about a day for the plant’s death to become obvious. The largest of plants, trees and such, will take over a week to die, during which time the elf feels the agony they are experiencing. This curse does not travel through clothing, so elf vampires wearing boots do not leave a trail of dead footprints in the grass they walk through. They can also handle flowers if they wear gloves. The intimate relationship that the elf had with living things when he was alive, however, has been shattered, and this is a psychological blow that drives many elf vampires over the brink of madness when they are first created.</p><p><u>Create Spawn (Su)</u>: Any elf or half-elf who falls to the essence-draining attack of an elf vampire will rise again as an elf vampire so long as the body is intact after 3 days. The new Vampire (Spawn) is under the command of the vampire that created it and remains enslaved until its master’s death.</p><p><strong>Special Qualities</strong>: retains all the SQ’s of the base creature and those listed below</p><p><u>Elven Traits</u>: an Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it; Low-light vision</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 vampire’s tough undead body possesses DR 15/+1</p><p><u>Turn Resistance (Ex)</u>: An elf vampire has only +2 turn resistance</p><p><u>Resistances (Ex)</u>: An elf vampire has cold and fire resistance 20</p><p><u>Trackless Step</u>: Elf vampires leave no trail in natural surroundings</p><p><u>Invisibility to Animals</u>: At will, an elf vampire can become invisible to animals. It seldom uses this power, though, for they can command any creature of the forest to obey them.</p><p><u>Tree Stride (Su)</u>: As a standard action, an elf vampire can <em>tree stride</em> at will, as the spell cast by a 9th-level Druid. As soon as the vampire uses this power, both of the plants involved are killed.</p><p><u>Spell-Like Abilities</u>: 3/day – <em>entangle</em>, <em>warp wood</em>, <em>snare</em>, <em>spike growth</em>, and <em>antilife shell</em>. 1/day – <em>wall of thorns</em>, <em>sticks to snakes</em>, and <em>giant vermin</em>.</p><p><u>Alternate Form (Su)</u>: An elf vampire can assume the shape of a wild eagle as a standard action. This ability is similar to a <em>polymorph self</em> spell cast by a 12th-level Sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.</p><p><u>Fast Healing (Ex)</u>: An elf vampire heals 3 points of damage each round so long as it has at least 1 hp. If reduced to 0 hit points or lower, a vampire automatically uses it tree stride ability and attempts to escape. It must reach its coffin home within 2 rounds or be utterly destroyed.</p><p><strong>Saves</strong>: Same as base creature</p><p><strong>Abilities</strong>: Str +4, Dex +6, Int +4, and Wis +2. As undead creatures, elf vampires have no Con score. (Str 18/01 [19], Dex 21, Int 18 in 2nd Ed.)</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>: Nonarctic forest</p><p><strong>Alignment</strong>: Always LE </p><p></p><p><strong>Repelling an Elven Vampire</strong>: Elf vampires cannot cross a line of flower petals. The petals must be fairly fresh (plucked from their plants within the last 24 hours) and the line must be unbroken in order for this defense to be effective.</p><p></p><p><strong>Slaying an Elven Vampire</strong>: Sunlight does not harm the elf vampire – in fact, they live their unlives by day and shun the night. As soon as the sun falls behind the horizon, the elf vampire must be in his coffin. Each round that the monster lingers outside after sunset inflicts 1d4 points of damage, ultimately killing the creature. Further, elf vampires can travel beneath the earth’s surface only at great risk to themselves. For each round spent in such a setting, the creature suffers 1d4 points of damage, and the creature cannot regenerate or employ any of its magical abilities when underground. Holy water does no damage to it, but fresh tree sap from any deciduous tree burns it like acid, doing 2d8 points of damage per ‘vial’. Driving a charcoal stake through a vampire’s heart instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and burn it in a fire made of flowers and flowering shrubs. In order to completely destroy the skull and brain (which is vital to the destruction of the vampire) the fire must burn for no less than 24 hours.</p></blockquote><p></p>
[QUOTE="Hand of Vecna, post: 5999, member: 755"] [b]Elven Vampire[/b] [b]Elf Vampire[/b] [b]Hit Dice[/b]: Increase to d12 [b]Speed[/b]: Same as base creature [b]AC[/b]: natural armor improves by +5 [b]Attacks[/b]: Retains all the attacks of the base creature and gains a slam attack [b]Damage[/b]: Slam 1d6 + Charisma Drain [b]Special Attacks[/b]: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier [u]Horrific Visage (Su)[/u]: Those who see the scarred and twisted face of an Elf Vampire must make a Will save or be unable to move until 1d4 rounds after they have lost sight of the vampire. If the saving throw attempt results in a natural die roll of 1, the character is instantly struck dead. [u]Charisma Drain (Su)[/u]: Living creatures hit by an elf vampire slam attack suffer 2 points of permanent Cha drain as it draws away the vital, creative energies of its victim. The resulting lack of vibrancy and personal leadership ability is also accompanied by a disfiguring scar that will never leave the body of the victim. A victim of several blows from such a creature may well become so horribly scarred as to be unrecognizable to all but his closest friends. [u]Children of the Night (Su)[/u]: Once per day can call forth a pack of 3d6 wolves, a swarm of 5d6 birds of prey, or a pack of 6d6 small mammals like badgers and porcupines as a standard action. These creatures arrive in 1d6 rounds and serve the vampire for up to 1 hour. [u]Black Thumb (Su)[/u]: any plant that the creature touches withers and dies. In small plants, like flowers, this effect is instantaneous. In larger plants, like shrubs or hedges, it takes about a day for the plant’s death to become obvious. The largest of plants, trees and such, will take over a week to die, during which time the elf feels the agony they are experiencing. This curse does not travel through clothing, so elf vampires wearing boots do not leave a trail of dead footprints in the grass they walk through. They can also handle flowers if they wear gloves. The intimate relationship that the elf had with living things when he was alive, however, has been shattered, and this is a psychological blow that drives many elf vampires over the brink of madness when they are first created. [u]Create Spawn (Su)[/u]: Any elf or half-elf who falls to the essence-draining attack of an elf vampire will rise again as an elf vampire so long as the body is intact after 3 days. The new Vampire (Spawn) is under the command of the vampire that created it and remains enslaved until its master’s death. [b]Special Qualities[/b]: retains all the SQ’s of the base creature and those listed below [u]Elven Traits[/u]: an Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it; Low-light vision [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 vampire’s tough undead body possesses DR 15/+1 [u]Turn Resistance (Ex)[/u]: An elf vampire has only +2 turn resistance [u]Resistances (Ex)[/u]: An elf vampire has cold and fire resistance 20 [u]Trackless Step[/u]: Elf vampires leave no trail in natural surroundings [u]Invisibility to Animals[/u]: At will, an elf vampire can become invisible to animals. It seldom uses this power, though, for they can command any creature of the forest to obey them. [u]Tree Stride (Su)[/u]: As a standard action, an elf vampire can [i]tree stride[/i] at will, as the spell cast by a 9th-level Druid. As soon as the vampire uses this power, both of the plants involved are killed. [u]Spell-Like Abilities[/u]: 3/day – [i]entangle[/i], [i]warp wood[/i], [i]snare[/i], [i]spike growth[/i], and [i]antilife shell[/i]. 1/day – [i]wall of thorns[/i], [i]sticks to snakes[/i], and [i]giant vermin[/i]. [u]Alternate Form (Su)[/u]: An elf vampire can assume the shape of a wild eagle as a standard action. This ability is similar to a [i]polymorph self[/i] spell cast by a 12th-level Sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise. [u]Fast Healing (Ex)[/u]: An elf vampire heals 3 points of damage each round so long as it has at least 1 hp. If reduced to 0 hit points or lower, a vampire automatically uses it tree stride ability and attempts to escape. It must reach its coffin home within 2 rounds or be utterly destroyed. [b]Saves[/b]: Same as base creature [b]Abilities[/b]: Str +4, Dex +6, Int +4, and Wis +2. As undead creatures, elf vampires have no Con score. (Str 18/01 [19], Dex 21, Int 18 in 2nd Ed.) [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]: Nonarctic forest [b]Alignment[/b]: Always LE [b]Repelling an Elven Vampire[/b]: Elf vampires cannot cross a line of flower petals. The petals must be fairly fresh (plucked from their plants within the last 24 hours) and the line must be unbroken in order for this defense to be effective. [b]Slaying an Elven Vampire[/b]: Sunlight does not harm the elf vampire – in fact, they live their unlives by day and shun the night. As soon as the sun falls behind the horizon, the elf vampire must be in his coffin. Each round that the monster lingers outside after sunset inflicts 1d4 points of damage, ultimately killing the creature. Further, elf vampires can travel beneath the earth’s surface only at great risk to themselves. For each round spent in such a setting, the creature suffers 1d4 points of damage, and the creature cannot regenerate or employ any of its magical abilities when underground. Holy water does no damage to it, but fresh tree sap from any deciduous tree burns it like acid, doing 2d8 points of damage per ‘vial’. Driving a charcoal stake through a vampire’s heart instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and burn it in a fire made of flowers and flowering shrubs. In order to completely destroy the skull and brain (which is vital to the destruction of the vampire) the fire must burn for no less than 24 hours. [/QUOTE]
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