• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

New D&D Vampire

Kheti sa-Menik

First Post
Hey folks. I am running a D&D 3.5 game that I'd like to switch into a more undead-hunting type.
I want vampires to be the main enemy. But I don't like D&D style vampires.

I'd actually prefer more down to earth vampires, without all the funky powers.
More "Buffy/Angel-style" vampires (a la the Buffy the Vampire Slayer and Angel TV series)

I did some research and took a look at what was out there as far as different D&D vampires go and came up with what is below.

Please feel free to let me know what you think. Please add/subtract, advice or adjustment suggestions welcome. Beware: the description is somewhat heavy on "fluff".
Also, can you advise what the CR adjustment would be for what I've made?


Vampires

Vampire is an acquired template that can be added to any humanoid (human) or humanoid (half elf) [other humanoids are curiously immune from becoming vampires]. Hereafter referred to as the base creature.

CR: Same as base creature +?

Type: Undead (augmented humanoid) [As such, vampires have no Constitution score, Darkvision out to 60 feet; Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to non-supernatural poisons and toxins, sleep effects, paralysis, stunning, normal diseases, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain; Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects; Negative energy (such as an inflict spell) can heal undead creatures; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Uses its Charisma modifier for Concentration checks; Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed; Proficient with its natural weapons and all simple and martial weapons that it was proficient with in life; Proficient with whatever type of armor and shields that it was proficient with in life; Undead do not breathe, eat, excrete, or sleep.]

Hit Dice: All hit dice are changed to D12 and rerolled, their minimum HP total cannot be lower than what it was in life.

Speed: 40’

Armor Class: Natural Armor bonus of +6

Action Points: Vampires gain no action points and lose any they posessed in life, but do gain the use of Blood Points, which can be used as action points.

Special Qualities:
-Blood Drain: (SU) A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe and has Manifested (see below), it automatically may drain blood, inflicting 1d4 bite damage and draining blood which does 1d6 points of temporary Constitution damage each round the pin is maintained. Each round after being bitten, the victim must make a Will save (DC = 10 + HD+ Cha mod) or succumb to the bite and cease resisting. If the ability damage reduces the victim to half his Con score, the victim must make a Fort save (same DC as Will save above) or be drained of 1d4 Con permanently. If the victim is reduced to 0 Con in damage or drain, they are considered drained of blood. Note: If this ability is used in a noncombat situation, against a partially unaware or fully unaware (intoxicated, sleeping, etc) or a helpless victim, the Will save DC is doubled for succumbing to the bite.
-Sire: (SU) If the vampire, within one minute of draining a human of all their blood (reaching 0 Con), the vampire shares some of its blood with the victim, this will sire a new vampire. The unwilling prospective vampire may attempt to “resist” this (despite being technically dead) with a Will save (DC = 10 + HD+Cha Mod + Blood Point total). If the victim succeeds, they pass into death. If they fail, they become will fall into a deep coma that appears dead in which their body will transform into a vampire and arise within 1d2 days. This consumes two Blood Points from the sire.
-Damage Reduction: (SU) The vampire has DR 10/fire or sunlight.
-Fast Healing: (SU) The vampire has fast healing 5. Note that damage caused by fire or sunlight is not subject to fast healing, this damage may only be healed by expenditure of Blood Points and rest. This may be bumped to Fast Healing 10 for five rounds by expending two blood points.
-Cold/Electrical Resistance: (SU) The vampire has cold and electrical resistance 25.
-Scent: (EX) the vampire gains the Scent ability, specifically applying to blood (wounded creatures, blood stains, etc).
-Turn Resistance: (EX) vampires have +4 turn resistance.

Ability Scores: Vampires gain ability score increases Str +6, Dex +4, Wis +2, Cha +4.

Skills: Vampires gain +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot. Further, these skills are always considered class skills for the vampire, no matter what class they advance in.

Feats: Automatically granted Improved Grapple, regardless of whether or not prerequisites are met. The vampire also gains Alertness, Combat Reflexes, Improved Initiative, Great Fortitude, Lightning Reflexes and Toughness as bonus feats, however the vampire must meet the prerequisites of these feats. Should the vampire not meet the prerequisites, the bonus feat will be denied until such time as he does meet them, then the bonus feat will be given.

Saves: As base creature.

Advancement: As per class level.



Weaknesses
Vampires have certain weaknesses that have dogged them since their birth as a race.

Sunlight: The vampire’s worst enemy. The smallest sliver of sunlight does 2d6 damage to the vampire each round he is exposed to it. If exposed to direct, unfiltered sunlight, the vampire must make a Fort save DC equal to 15 +1 per subsequent round or be driven automatically to 0 HPs. The next round requires a second Fort save at the same DC. Should the vampire fail, he will burst into flames and destroyed utterly, leaving nothing but a pile of dust and scorched items.
A vampire exposed to sunlight for less than a full round loses ¼ of its maximum hit points. Cover or concealment reduces the amount of damage by the amount of cover or concealment (so being exposed to sunlight for a full round through nine-tenths cover, such as an arrow slit, means the vampire only loses one-tenth of its maximum hit points).

Holy Ground: Vampires seem to have an inborn hatred for and fear of holy ground. A vampire may enter a church, temple, monastery, or other holy ground but while there, they are limited to an attack or a move action each round and take a –3 penalty to all saves, attacks, skills checks, and ability checks.

Law of Invitatu: Also called the Law of Inviolate Sanctuary. This unusual weakness prevents vampires from entering a privately owned residence unless invited clearly in no uncertain terms by a living, rightful owner or tenant of that residence. This doesn’t pertain to public buildings like restaurants and museums or to business areas, like stores, shops, or office buildings.

“Staking” or Decapitation: Staking through the heart with a wooden implement or severing the head cleanly from the body are often considered the best ways to kill a vampire (but this is really not a weakness for vampires per se, as any creature that is stabbed through the heart with a pointed wooden object or having their head removed from their body most likely would be killed by this).

Other oft told weaknesses of vampires, like the inability to cross running water and aversion to garlic are misconceptions handed down through the generations.



Vampire Physiology
The single greatest difference between vampires and humans is the need vampires have to consume blood as sustenance. But this is not obviously apparent to most humans viewing a vampire. However, the most visible differece can be discerned immediately when a vampire Manifests.

Vampires have two “forms” - one a masquerade, appearing just as they did in life (although they are often more pale than their living counterparts) but the other form displays their true nature - a more animalistic, demonic visage with a pronounced ridged brow, eerie yellow eyes, and distinct fangs. When a vampire takes on this terrifying visage, he is said to have Manifested. More often than not, the moment of manifestation is accompanied by a gutteral growl as the predatory, animal side of their nature is brought to bear. Manifesting is necessary for the vampire to feed, otherwise his fangs are tucked into his mouth, unobservable to all but the most keen and physically closest individuals. Manifesting is generally controllable, that is, the vampire chooses when to bear his fangs. However, Manifesting is also tied to the vampire’s moods. Vampires moved to extreme anger or frustration can sometimes involuntarily Manifest (when under this stress, a vampire needs to succeed on a DC 25 minus the current number of Blod Points Will save to prevent this). When low on Blood Points, vampires are more prone to Manifesting with less provocation. When reduced to 3 or less Blood Points, the DC of the above Will save is doubled. Vampires can remain Manifested for a long time, but many times when the immediate stressful condition is passed or when done feeding, the natural tendency is for the vampire to relax and Manifestation generally fades.

Blood is the stuff of life to the vampire. Vampires retain their capability to eat and even enjoy normal food and drink (though some vampires have complained their ability to truly savor these items is diminished once embraced), but they will derive no nutrients from these and would quickly starve to death, wasting away into nothingness should they not imbibe blood.

Blood can be obtained from a number of sources. Human/half-elf blood fresh from the vein is by far the most potent form. But other sources will do the job. The following creature types are suitable for use as sources of blood: Animal, Giant, Humanoid, some Monstrous Humanoid, and Vermin. Blood from animals or vermin can suffice though this is often distasteful and only used when human/half-elf or other creature type blood is inconvenient or impractical to consume. Vampires living in cities that insist on consuming animal or vermin blood to the exclusion of all else are often referred to as “sewer rats” due to the food they usually catch to stave off hunger and are usually ridiculed by their peers.

In game terms, this need for blood is translated into Blood Points. A vampire must spend one Blood Point every 12 hours to live. If he does not have the Blood Point to spend, then he must make a Fort save (DC = 10 + HD) or lose 1d6 HPs and be Fatigued. If no Blood Point is available after the second 12 hours and if they made the earlier save, then they are automatically Fatigued and take 1d6 HPs of damage; however, if they failed the earlier save, then they automatically take 2d6 HPs and make another Fort save (DC= 15 + HD) or be Exhausted. If both saves have failed and no Blood Points are consumed by the next 12 hour mark, the vampire will fall into a coma-like torpor.

Blood Points are used for the following:
-To live on, see above paragraph
-To speed healing, as per fast healing ability as above
-To sire additional vampire, as described above
-To use to alter die rolls as per action point usage

Though vampires are immune to most toxins and their effects, vampires can become drunk. Generally, any substance that affects the bloodstream, such as thinning the blood, can affect vampires. Alcohol can be drunk and the resultant thinning of the blood can cause vampires to display the same symptoms of intoxication as their human counterparts. Also, if a vampire feeds from someone who has a high content of alcohol or supernatural poison/toxins in their bloodstream or suffer from a supernatural disease, they can become affected by the infecting item. Alcohol will produce much the same effect on vampires as it does on humans, and its effects will be changed based on the individual’s weight, age, amount of blood they have consumed from the target, and also on how much the target consumed before the feeding.

Vampires cast shadows, yet do not have reflections in mirrors. Vampires can swim, however, many hate to do so. Vampires can “hold their breath” (which is actually simply fighting to keep water out of what used to be working lungs) for a number of minutes equal to their current number of Blood Points. After that, each round they must make a Fortitude save DC 10 + 1/ each additional round. Once they fail, they must surface or fall immediately into a coma-like torpor. At which point, the body sinks to the bottom of the body of water and remains there until rescued.
They can swim on the surface of the water for as long as their strength will allow as per normal swimming rules.

Torpor: Vampires can be knocked into, fall into voluntarily, or be forced into a state called torpor. Torpor is a deep, deep sleep that vampires slip into when their Blood Point level gets too low, when they sustain a great deal of physical damage, or need to heal quickly. Torpor is a trance-like state wherein the vampire appears to be sleeping without the breathing of course. The vampire is oblivious to the world around them; indeed if looking for a time when one could observe a vampire in complete safety, torpor would be the perfect opportunity. Vampires’ normally heightened senses are nearly nonexistent when in torpor and one can stand over the form of a torpored vampire looking down at them without fear of waking them, which is why when voluntarily entering torpor, vampires generally do so in their most secret inner sanctums to prevent anyone from seeing them at their most vulnerable. Generally, a vampire can be awoken by violent shaking, sustaining more than 5 HPs of damage, or exposure to fire or sunlight. Tiptoeing around their sanctum will keep one safe, although one can never be sure.

Age: Vampires effectively are immortal as far as age is concerned. The normal ravages of age do not affect them as they do humans, so barring being killed, a vampire could live for a thousand years or more.
However, age does have affects on vampires. Generally, as a vampires ages, he becomes more powerful, less subject to the forces that normally affect their people.
The age categories for vampires and the changes they undergo are as follows:
Fledgling (0 yrs - 99 yrs) No Changes
Mature (100 yrs - 199 yrs) +5’ movement, +1 nat armor, Fast Healing 10 (15 with expenditure)
Old (200 yrs - 299 yrs) +1 to all ability scores, DR 15/fire and sunlight
Ancient (300 yrs - 499 yrs) +5’ movement, +2 nat armor, Fast Healing 15 (20 with expenditure)
Eminent (500 yrs - 999 yrs) +2 to all ability scores, DR 20/fire and sunlight, no longer affected by holy ground
Patriarch (1000 yrs +) +5’ movement, +3 nat armor, Fast Healing 20 (25 with expenditure)


Note On Just-Risen Vampires:
When vampires awaken to their new unlife for the first time, they are feral things with a ravenous appetite intent only upon feeding and killing anything that gets in the way of their meal. Normally, their sire has assured that upon awakening, they will have a meal immediately available of a fairly good size. If this is not the case, they will hunt down a meal and take it, with extreme violence if necessary. If confronted with equal or superior force or their intended meal puts up a fight, their first instincts are to either kill or flee (to find an easier meal elsewhere). Also during this time, the newly risen vampire is Manifesting almost constantly, albeit unconsciously.
Within a short time of gorging themselves, the new vampire’s intense desire to feed tones down and they begin to exhibit more rational behavior.
 
Last edited:

log in or register to remove this ad

Remove ads

Top