• 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!

Sengir Vampire Template

Sarelth

Explorer
Here is a older conversion I did. Let me know what you think and if there is anyway that I could improve upon this. Comment are welcome.
--------------------
Sengir Vampire
"Sengir Vampire" is a template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). The creature’s type changes to "undead." It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Increase to d12.
Speed: Same as the base creature. Also Gaining Fly 40' (Good), if they did not already possesse it.
AC: The base creature’s natural armor improves by +6.
Attacks: A Sengir vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one.
Damage: Sengir Vampires have slam attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A sengir vampire retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 sengir vampire’s HD + sengir vampire’s Charisma modifier unless noted otherwise.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack suffer 2 negative levels.

Consume Soul (Su): Sengir Vampires can choose to consume their victims soul as well as their blood. For each soul consumed this way the Vampire gains Permanent HD. To consume a soul the Sengir Vampire must make an Opposed Willpower Save with the Victim (The Sengir gets +1 to his roll for every 10 hp of Damage it has dealt the Victim), if the Sengir wins the victim gets a Fort save (DC 10 +1 per 2 HD of the Sengir Sengir). If successful he Either Dies or Becomes a Sengir Vampire (DM's Disgression) under control of the Attacker. If the Roll Fails, the Victim is Slain and the Sengir Vampire gains 1 HD per every 5 HD/Levels the Victim Had. (So Victims Below 5th level give the Sengir Vampire no Bonus HD). Victims that have had their Soul Consumed Can not be Resurected until the Sengir Vampire in Question is Slain, Also they will not rise as Vampires under any Circumstance, though there bodies my form other types of Undead, Such as Zombies or Skeltons.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.

Children of the Night (Su): Sengir Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a Sengir Vampire’s energy drain attack rises as a Sengir vampire spawn 1d4 days after burial. If the Sengir vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new Sengir vampire or spawn is under the command of the Sengir vampire that created it and remains enslaved until its master’s death.

The Spirit whiplash (Su): Every time a sengir vampire creates a spawn, it recieves a negative level equal to the amount of spawn he has produced. for every additional 4 spawns the vamp produces, he earns another negative level per Spawn created. The Baron Himself is not affected by this Limitation (Due to tha fact that it is a Mysticaly Imposed Flaw that he himself added to his Children). In addition, if any Sengir Vampire is Slain, Including the Baron Himself, All the Spawn that were created by that Sengir Vampire immediately Suffer a gain of 2d4 Negative Levels. This In turn can cause them to Die, causing the Spawn they created to suffer Negative Levels on till there are a lot of weaker Sengirs out there.

Special Qualities: A Sengir vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type.
Damage Reduction (Su): A Sengir vampire’s undead body is tough, giving the creature damage reduction 15/+1.

Turn Resistance (Ex): A Sengir vampire has +4 turn resistance.
Resistance (Ex): A Sengir vampire has cold and electricity resistance 20.
Gaseous Form (Su): As a standard action, a Sengir vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): A Sengir vampire can climb sheer surfaces as though with a spider climb spell.

Alternate Form (Su): A Sengir vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the Sengir 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.

Fast Healing (Ex): A Sengir vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a Sengir vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.

Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, Sengir vampires have no Constitution score.
Skills: Sengir Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Sengir 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.
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Challenge Rating: Same as the base creature +2
Treasure: Double standard
Alignment: Usually Chaotic Evil, Rarely Lawful Evil
Advancement: By character class
Sengir Vampire Weaknesses
Sengir Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it (Due to the fact it is such an Exotic Spice and has strange powers against Vampires of all types). Similarly, they recoil from a mirror or a strongly presented, holy symbol. These things don’t harm the Sengir vampire-they merely keep it at bay Tempoarily. To overcome these a Sengir Vampire may Make a Will Save (DC 20+ the level of the Creator/Weilder of the item).
Sengir Vampires are also unable to cross Salt water (IE: Oceans, Seas, unless Freshwater seas), although they can be carried over it while resting in their coffins or aboard a ship. This keeps them mostly confined to the islands of Ulgrotha 9The Homelands, Though as stated they can travel over the Salt Water if the right amount of effort is placed in trying.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Sengir Vampire
Simply reducing a vampire’s hit points to 0 or below incapacitates but doesn’t destroy it. However, certain attacks can slay Sengir vampires. Exposing any vampire to direct sunlight disorients it: It can take only partial actions Though unlike it Brethren a Sengir Vampire can last in the Sunlight for 3 rounds but is destroyed utterly on the 4th round if it cannot escape.
Driving a wooden 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 fill its mouth with holy wafers (or their equivalent).
Sengir Vampire Characters
Sengir Vampires are Usually chaotic evil, which causes characters of certain classes to lose their class abilities. In addition, certain classes suffer additional penalties. Clerics: Clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the vampire’s controller or any other vampires that master controls. Vampire clerics have access to the Chaos, Destruction, Evil, and Trickery domains. Sorcerers and Wizards: These characters retain their class abilities, but if a character has a familiar (other than a rat, bat or any undead), the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat, or any undead variant of any normal Familiar.
 

log in or register to remove this ad


Remove ads

Top