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Vampires of Balmortis - PC's as vampires
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<blockquote data-quote="Clay_More" data-source="post: 712301" data-attributes="member: 9813"><p>Blood Zombie</p><p>Medium-size Undead</p><p>Hit Dice: 3d12 (19 hp)</p><p>Initiative: +8 (+4 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft.</p><p>AC: 17 (+4 Dex, +3 natural)</p><p>Attacks: 2x Claws +5, </p><p>Damage: 2x Claws 1d8 +3</p><p>Face/Reach: 5 ft. by 5ft./5ft.</p><p>Special Attacks: Drain Health, Rend 2d8+6 </p><p>Special Qualities: Undead, Spider Climb, Sprint</p><p>Saves: Fort +1, Ref +5, Will +2</p><p>Abilities: Str 16, Dex 18, Con –, Int 1, Wis 8, Cha 8</p><p>Skills: Hide +12, Listen +8, Move Silently +12, Search +8, Spot +8</p><p></p><p>Feats: Improved Initiative, Weapon Focus (Claws)</p><p>Climate/Terrain: Any </p><p>Organization: Group (2-20 Blood Zombies)</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 4–6 HD (Medium-size)</p><p></p><p>The Blood Zombies are the denizens of the far mightier vampire lords. These Zombies are created by the Animate Dead ability of the vampires. These creatures are perfect minions of the vampires, having the speed and agility to keep up with their vampire masters.</p><p></p><p>Combat</p><p>Blood Zombies are always commanded by the intelligent vampires. Thus, their tactics are dictated by their masters. Due to their natural ability to hide and move silently, they are often used to make clever ambushes. Since they don't require air to survive, they are often ordered to burrow underneath a road or track, waiting for victims to pass above. Then, by the command of their creator, they dig their way out of the ground and attack their prey. </p><p>The Blood Zombies are relentless opponents, able of moving with a grace and speed unseen in normal zombies. </p><p></p><p>Drain Health (Su): Any claw attack that hits it's intended target and causes damage heals the zombie for a number of hitpoints equal to the damage caused. </p><p>Rend (Ex): If a Blood Zombie hits a target with both it's claws, it causes an additional 2d8+6 points of damage.</p><p>Undead: Blood Zombies have all undead traits.</p><p>Spider Climb (Su): The Blood Zombie can climb vertical surfaces as if affected by Spider Climb. </p><p>Sprint (Ex): For a number of round pr. day equal to the Blood Zombies HD, it can sprint, causing it to move at double it's normal speed. It must use all of the rounds it has available pr. day in one continous sprint, it cannot choose to sprint one round and then save the last two rounds of sprint for later.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 712301, member: 9813"] Blood Zombie Medium-size Undead Hit Dice: 3d12 (19 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40 ft. AC: 17 (+4 Dex, +3 natural) Attacks: 2x Claws +5, Damage: 2x Claws 1d8 +3 Face/Reach: 5 ft. by 5ft./5ft. Special Attacks: Drain Health, Rend 2d8+6 Special Qualities: Undead, Spider Climb, Sprint Saves: Fort +1, Ref +5, Will +2 Abilities: Str 16, Dex 18, Con –, Int 1, Wis 8, Cha 8 Skills: Hide +12, Listen +8, Move Silently +12, Search +8, Spot +8 Feats: Improved Initiative, Weapon Focus (Claws) Climate/Terrain: Any Organization: Group (2-20 Blood Zombies) Challenge Rating: 3 Treasure: None Alignment: Always chaotic evil Advancement: 4–6 HD (Medium-size) The Blood Zombies are the denizens of the far mightier vampire lords. These Zombies are created by the Animate Dead ability of the vampires. These creatures are perfect minions of the vampires, having the speed and agility to keep up with their vampire masters. Combat Blood Zombies are always commanded by the intelligent vampires. Thus, their tactics are dictated by their masters. Due to their natural ability to hide and move silently, they are often used to make clever ambushes. Since they don't require air to survive, they are often ordered to burrow underneath a road or track, waiting for victims to pass above. Then, by the command of their creator, they dig their way out of the ground and attack their prey. The Blood Zombies are relentless opponents, able of moving with a grace and speed unseen in normal zombies. Drain Health (Su): Any claw attack that hits it's intended target and causes damage heals the zombie for a number of hitpoints equal to the damage caused. Rend (Ex): If a Blood Zombie hits a target with both it's claws, it causes an additional 2d8+6 points of damage. Undead: Blood Zombies have all undead traits. Spider Climb (Su): The Blood Zombie can climb vertical surfaces as if affected by Spider Climb. Sprint (Ex): For a number of round pr. day equal to the Blood Zombies HD, it can sprint, causing it to move at double it's normal speed. It must use all of the rounds it has available pr. day in one continous sprint, it cannot choose to sprint one round and then save the last two rounds of sprint for later. [/QUOTE]
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