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Demihuman Vampires
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<blockquote data-quote="Hand of Vecna" data-source="post: 6030" data-attributes="member: 755"><p><strong>Halfling Vampire</strong></p><p></p><p><strong>Halfling 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 +4 (AC 3 in 2nd Ed.)</p><p><strong>Attacks</strong>: Retains all the attacks of the base creature and gains a slam attack</p><p><strong>Damage</strong>: Slam 1d4 + Life Energy Drain</p><p><strong>Special Attacks</strong>: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier</p><p><u>Halfling Traits</u>: +1 racial attack bonus with thrown weapons</p><p><u>Sneak Attack</u>: all halfling vampires can make sneak attacks as a 1st-level Rogue</p><p><u>Lethargy Aura (Su)</u>: the halfling vampire is able to radiate an aura that affects all persons within 20 yards. Any creature that comes within this distance while the vampire is radiating the aura must make a Will save or become fatigued. Those who make their save are unaffected and will remain so for the duration of the encounter. If they meet the vampire again, however, a new save will be required to resist this enchantment. Those who fail their saving throw are overcome with a feeling of lassitude and torpor. This state lasts for 1d6 rounds, during which time they attack with a –4 penalty, inflict half damage with all weapons, and are unable to summon the mental stamina required to cast spells or make skill checks.</p><p><u>Life Energy Drain (Su)</u>: Living creatures hit by a halfling vampire slam attack lose 1 point of Str and 1 point of Con permanently.</p><p><u>Children of the Night (Su)</u>: Once per day can call forth a pack of 10d6 Hit Dice worth of woodland mammals as a standard action. These creatures arrive in 2d6 rounds and serve the vampire throughout the night.</p><p><u>Create Spawn (Su)</u>: A halfling slain by the vampire’s Life Energy Drain attack will rise up after 7 days as a new vampire halfling. 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>Halfling Traits</u>: +1 racial bonus to all saving throws; Darkvision 60 ft.</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 halfling 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 halfling vampire has electrical and fire resistance 20</p><p><u>Smoking Form (Su)</u>: As a standard action, a halfling vampire can assume a smoking form at will. In this state, it appears as a drifting cloud of smoke such as might be made by a small campfire or burning pipe. It radiates a familiar and pleasant odor, one that will remind those within 10 yards of pipeweed and a comfortable inn. In this state, the vampire is immune to all damage from melee attacks and suffers no injury from magical spells. Even the smallest opening – a keyhole or cracked pane of glass, for example – affords enough space for a halfling vampire in this shape to pass through.</p><p><u>Food & Drink</u>: Halfling vampires can <em>create food and drink</em> up to 3/day. When they invoke this power, the food they create is always of the highest quality and certain to please even the most discerning palate. In addition, they can cast <em>purify food and drink</em> or <em>putrefy food and drink</em> at will.</p><p><u>Alternate Form (Su)</u>: A halfling vampire can assume the shape of any small woodland mammal 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. The most commonly employed forms are badgers, beavers, skunks, and so on.</p><p><u>Fast Healing (Ex)</u>: A halfling vampire heals 3 hit points per round so long as it has at least 1 hp. If they are standing in moonlight, this is increased to 5 hp/round. Under a full moon, this is further improved to 6 points/round. If reduced to 0 hit points or lower, a vampire automatically assumes its smoking form and attempts to escape. It must reach its coffin home within 12 rounds or be utterly destroyed. Once at rest in its coffin, it rises to 1 hp after 1 hour, then resumes healing 3 hp/round.</p><p><strong>Saves</strong>: Same as base creature</p><p><strong>Abilities</strong>: Dex +4, Wis +2, and Cha +4. As undead creatures, 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>: Temperate woodlands</p><p><strong>Alignment</strong>: Always CE </p><p></p><p><strong>Repelling a Halfling Vampire</strong>: Vampires cannot tolerate the strong odor of a smoking pipe, for the aroma reminds it of the physical pleasures it has left behind. They are unable to come within 20 yards of the smoker until the offending device is removed. Similarly, they cannot enter any room where a fire is burning in the hearth. Halfling vampires can be held at bay by anyone who present a LG holy symbol to them strongly and with conviction.</p><p></p><p><strong>Slaying a Halfling Vampire</strong>: Exposing any vampire to direct sunlight disorients it: it can take only partial actions, and suffers 3d6 points of damage per round. Holy water burns it like acid, doing 2d4 points of damage per vial. Falling rain is deadly to the halfling vampire, for it is nature’s way of driving away taints from the atmosphere and revitalizing all living creatures. It suffers 1d6 points of damage per round in a light rain, 1d8 points per round in a heavy rain, and 1d10 points per round in a torrential rain. A halfling vampire destroyed by rainfall is forever dead. Snow does not harm the halfling vampire as rain does, but they are loath to move into a cold climate and thus seldom encounter it. Driving a piece of wood that burns with a hearth’s fire through a vampire’s heart instantly slays the monster. The wood must be ignited directly from the hearth itself, not from a fire transferred to it via some other item. This “weapon” must be employed within 12 rounds to be effective. Not all of the wood need be ablaze, but he part driven into the vampire must be burning for the attack to have the desired effect. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. This is done by cutting off the creature’s hands and feet and casting them into a hearth fire. If the fire is maintained for 3 hours, the rest of the vampire’s body will smolder away into smoke and dissipate, never to rise again.</p></blockquote><p></p>
[QUOTE="Hand of Vecna, post: 6030, member: 755"] [b]Halfling Vampire[/b] [b]Halfling Vampire[/b] [b]Hit Dice[/b]: Increase to d12 [b]Speed[/b]: Same as base creature [b]AC[/b]: natural armor improves by +4 (AC 3 in 2nd Ed.) [b]Attacks[/b]: Retains all the attacks of the base creature and gains a slam attack [b]Damage[/b]: Slam 1d4 + Life Energy Drain [b]Special Attacks[/b]: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier [u]Halfling Traits[/u]: +1 racial attack bonus with thrown weapons [u]Sneak Attack[/u]: all halfling vampires can make sneak attacks as a 1st-level Rogue [u]Lethargy Aura (Su)[/u]: the halfling vampire is able to radiate an aura that affects all persons within 20 yards. Any creature that comes within this distance while the vampire is radiating the aura must make a Will save or become fatigued. Those who make their save are unaffected and will remain so for the duration of the encounter. If they meet the vampire again, however, a new save will be required to resist this enchantment. Those who fail their saving throw are overcome with a feeling of lassitude and torpor. This state lasts for 1d6 rounds, during which time they attack with a –4 penalty, inflict half damage with all weapons, and are unable to summon the mental stamina required to cast spells or make skill checks. [u]Life Energy Drain (Su)[/u]: Living creatures hit by a halfling vampire slam attack lose 1 point of Str and 1 point of Con permanently. [u]Children of the Night (Su)[/u]: Once per day can call forth a pack of 10d6 Hit Dice worth of woodland mammals as a standard action. These creatures arrive in 2d6 rounds and serve the vampire throughout the night. [u]Create Spawn (Su)[/u]: A halfling slain by the vampire’s Life Energy Drain attack will rise up after 7 days as a new vampire halfling. 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]Halfling Traits[/u]: +1 racial bonus to all saving throws; Darkvision 60 ft. [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 halfling 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 halfling vampire has electrical and fire resistance 20 [u]Smoking Form (Su)[/u]: As a standard action, a halfling vampire can assume a smoking form at will. In this state, it appears as a drifting cloud of smoke such as might be made by a small campfire or burning pipe. It radiates a familiar and pleasant odor, one that will remind those within 10 yards of pipeweed and a comfortable inn. In this state, the vampire is immune to all damage from melee attacks and suffers no injury from magical spells. Even the smallest opening – a keyhole or cracked pane of glass, for example – affords enough space for a halfling vampire in this shape to pass through. [u]Food & Drink[/u]: Halfling vampires can [i]create food and drink[/i] up to 3/day. When they invoke this power, the food they create is always of the highest quality and certain to please even the most discerning palate. In addition, they can cast [i]purify food and drink[/i] or [i]putrefy food and drink[/i] at will. [u]Alternate Form (Su)[/u]: A halfling vampire can assume the shape of any small woodland mammal 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. The most commonly employed forms are badgers, beavers, skunks, and so on. [u]Fast Healing (Ex)[/u]: A halfling vampire heals 3 hit points per round so long as it has at least 1 hp. If they are standing in moonlight, this is increased to 5 hp/round. Under a full moon, this is further improved to 6 points/round. If reduced to 0 hit points or lower, a vampire automatically assumes its smoking form and attempts to escape. It must reach its coffin home within 12 rounds or be utterly destroyed. Once at rest in its coffin, it rises to 1 hp after 1 hour, then resumes healing 3 hp/round. [b]Saves[/b]: Same as base creature [b]Abilities[/b]: Dex +4, Wis +2, and Cha +4. As undead creatures, 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]: Temperate woodlands [b]Alignment[/b]: Always CE [b]Repelling a Halfling Vampire[/b]: Vampires cannot tolerate the strong odor of a smoking pipe, for the aroma reminds it of the physical pleasures it has left behind. They are unable to come within 20 yards of the smoker until the offending device is removed. Similarly, they cannot enter any room where a fire is burning in the hearth. Halfling vampires can be held at bay by anyone who present a LG holy symbol to them strongly and with conviction. [b]Slaying a Halfling Vampire[/b]: Exposing any vampire to direct sunlight disorients it: it can take only partial actions, and suffers 3d6 points of damage per round. Holy water burns it like acid, doing 2d4 points of damage per vial. Falling rain is deadly to the halfling vampire, for it is nature’s way of driving away taints from the atmosphere and revitalizing all living creatures. It suffers 1d6 points of damage per round in a light rain, 1d8 points per round in a heavy rain, and 1d10 points per round in a torrential rain. A halfling vampire destroyed by rainfall is forever dead. Snow does not harm the halfling vampire as rain does, but they are loath to move into a cold climate and thus seldom encounter it. Driving a piece of wood that burns with a hearth’s fire through a vampire’s heart instantly slays the monster. The wood must be ignited directly from the hearth itself, not from a fire transferred to it via some other item. This “weapon” must be employed within 12 rounds to be effective. Not all of the wood need be ablaze, but he part driven into the vampire must be burning for the attack to have the desired effect. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. This is done by cutting off the creature’s hands and feet and casting them into a hearth fire. If the fire is maintained for 3 hours, the rest of the vampire’s body will smolder away into smoke and dissipate, never to rise again. [/QUOTE]
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