Drow Vampire Working Draft
Drow Vampire (template)
Out of the corner of your eye, the skin of this exceptionally  beautiful dark elf seems to emanate a faint, pearlescent glow.  Her  wicked smile reveals pearly white fangs.
To be granted the "Kiss of Lolth", as drow refer to vampirism, is one of  the highest honors a dark elf can achieve. Drow vampires are viewed  with both awe and trepidation by their living kin, who believe undeath  unlocks an understanding of the powers that surge through the universe.  Such knowledge brings immense power, which the dark elves both crave and  respect.
Drow vampires believe themselves the favored of Lolth.   As is typical  of their matriarchal society, most drow vampires are female.
They occasionally speak with Lolth’s priestesses, but otherwise remain  aloof from drow society.  Drow vampires are generally reluctant to  create progeny, preferring to keep their place in Lolth’s heart as  exclusive as possible.
Among the cruelest of the undead, drow vampires delight in causing pain,  and particularly enjoy torturing dwarves and drow of different noble  factions than their own.
Drow vampires spend years within elaborate underground tombs constructed  by drider slaves, who worship them as Lolth's chosen ones. These tombs  often serve as temples to Lolth as well as homes for the vampires.  The  surface of the tombs are often coated with an extremely painful contact  poison. 
Drow vampires speak any languages they knew in life.
Creating a Drow Vampire
"Drow Vampire" is a template that can be added to any drow (referred to hereafter as the "base creature").
A drow vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented  humanoid). Do not recalculate base attack bonus, saves, or skill points.  Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a swim speed,  the drow vampire retains the ability to swim and is not vulnerable to  immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by +6.
Attack: A drow vampire retains all the attacks of the base creature and  also gains two claw attacks if it didn’t already have them. If the base  creature can use weapons, the vampire retains this ability. A creature  with natural weapons retains those natural weapons. A drow vampire  fighting without weapons uses either a claw attack or its primary  natural weapon (if it has any). A drow vampire armed with a weapon uses  its claw or a weapon, as it desires.
Full Attack: A drow vampire fighting without weapons uses either its  claw attacks (see above) or its natural weapons (if it has any). If  armed with a weapon, it usually uses the weapon as its primary attack  along with a claw or other natural weapon as a natural secondary attack.
Damage: Drow vampires have claw attacks. If the base creature does not  have this attack form, use the appropriate damage value from the table  below according to the vampire’s size. Creatures that have other kinds  of natural weapons retain their old damage values or use the appropriate  value from the table below, whichever is better.
Size Damage 
Fine 1 
Diminutive 1d2 
Tiny 1d3 
Small 1d4 
Medium 1d6 
Large 1d8 
Huge 2d6 
Gargantuan 2d8 
Colossal 4d6 
Special Attacks: A drow vampire retains all the special attacks of the  base creature and gains those described below. Saves have a DC of 10 +  1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Awe (Su): Once a minute, a drow vampire may create an aura that can  deeply affect mortals. It does this merely by making some dramatic  gesture, such as baring its fangs or letting out a commanding cry.  Creatures that can see the drow vampire must succeed on a DC X Will save  to avoid the effects. A creature that succeeds on its saving throw  becomes immune to that vampire's awe for 24 hours. This awe is a  mind-affecting effect that lasts for 2d4 rounds. The save DC is  Charisma-based. 
A drow vampire can choose either of the following effects each round as a free action while its awe power is in effect: 
Daze: Affected beings just stare at the drow vampire in  fascination. Awed creatures may defend themselves normally, but can take  no actions. If a creature is attacked physically, it will recover in  the following round. 
Fright: Affected beings become shaken and suffer a –2 morale  penalty on attack rolls, saves, and checks. The merest glance or gesture  from the drow vampire makes them frightened, and they flee as quickly  as they can, although they can choose the path of their flight. 
Blood Drain (Ex): Any living creature struck by a drow vampire's natural  weapons suffers 1d3 points of Constitution Drain (or 1d6 Con drain with  its fangs). To drain blood with its fangs, a drow vampire must hit with  a bite attack (such as that possessed by its Alternative Form of a  spider), or make a successful grapple check (in which case it drains 1d6  Con for every round it can maintain a pin). For each point of  Constitution drained, the drow vampire gains 2 temporary hit points.
Children of the Spider Queen (Su): Drow vampires command the monstrous  arachnids of the world and once per day can call forth 1 drider, 1d6+1 spider  swarms, 1d4+1 Large Monstrous Spiders, 1d3 Large Monstrous Scorpions, or  a pack of 3d6 Medium Monstrous Spiders as a standard action. (If the  base creature is not terrestrial, this power might summon other  creatures of similar power.) 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 drow vampire’s Con drain rises as a  vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower,  the victim returns as a spawn if it had 4 or less HD and as a vampire if  it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire.
In all cases, the new vampire or spawn is under the command of the  vampire that created it and remains enslaved until its master’s  destruction. At any given time a vampire may have enslaved spawn  totaling no more than twice its own Hit Dice; any spawn it creates that  would exceed this limit are created as free-willed vampires or vampire  spawn. A vampire that is enslaved may create and enslave spawn of its  own, so a master vampire can control a number of lesser vampires in this  fashion. A vampire may voluntarily free an enslaved spawn in order to  enslave a new spawn, but once freed, a vampire or vampire spawn cannot  be enslaved again.
Special Qualities: A drow vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A drow vampire can assume the shape of a monstrous  spider of Tiny to Large size as a standard action. While in its  alternate form, the drow vampire loses its natural claw attacks and  dominate ability, but it gains the natural weapons and extraordinary  special attacks of its new form. It can remain in that form until it  assumes another or until the next sunrise. (If the base creature is not  terrestrial, this power might allow other forms.)
Damage Reduction (Su): A drow vampire has damage reduction 10/silver and  magic. A drow vampire’s natural weapons are treated as magic weapons  for the purpose of overcoming damage reduction.
Fast Healing (Ex): A drow vampire heals 5 points of damage each round so  long as it has at least 1 hit point. If reduced to 0 hit points in  combat, it 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.) Any additional damage dealt to a  vampire forced into gaseous form has no effect. Once at rest in its  coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then  is no longer helpless and resumes healing at the rate of 5 hit points  per round.
Resistances (Ex): A drow vampire has resistance to cold 10 and electricity 10.
Spell-Like Abilities:  Drow vampires can use the following spell-like  abilities once per day: dancing lights, darkness, deeper darkness,  detect magic, dispel magic, faerie fire, levitate, suggestion. Caster  level equals the drow vampire’s class levels. 
Spider Climb (Ex): A drow vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A drow vampire has +4 turn resistance.
Venomous Gaseous Form (Su): As a standard action, a drow vampire can  assume gaseous form at will as the spell (caster level 5th), but it can  remain gaseous indefinitely and has a fly speed of 20 feet with perfect  maneuverability. Any creature that enters the drow vampire's space is  exposed to drow vampire poison (see below).
Drow Vampire Poison (Ex): inhaled, Fortitude save negates, initial and secondary damage 1d4 Con. The save DC is Charisma-based.
Voice of the Underdark (Su): A drow vampire can communicate with any  animal or vermin native to subterranean environments, as if using a  speak with animals spell. Even mindless creatures such as monstrous  spiders can interpret its commands.
Abilities: Increase from the base creature as follows: Str +6, Dex +4,  Int +2, Wis +2, Cha +4. As an undead creature, a drow vampire has no  Constitution score.
Skills: Drow vampires have a +8 racial bonus on Bluff, Hide, Listen,  Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as  the base creature.
Feats: Drow 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.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn).
Challenge Rating: Same as the base creature + 2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +8.
Drow Vampire Weaknesses
For all their power, drow vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic  and will not enter an area laced with it. Similarly, they recoil from a  mirror or a strongly presented holy symbol. These things don’t harm the  vampire—they merely keep it at bay. A recoiling vampire must stay at  least 5 feet away from a creature holding the mirror or holy symbol and  cannot touch or make melee attacks against the creature holding the item  for the rest of the encounter. Holding a vampire at bay takes a  standard action.
Vampires are also unable to cross running water, although they can be  carried over it while resting in their coffins or aboard a ship.
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 Vampire: Reducing a drow vampire’s hit points to 0 or lower  incapacitates it but doesn’t always destroy it (see the note on fast  healing). However, certain attacks can slay vampires.
Exposing any drow vampire to direct sunlight disorients it: It can take  only a single move action or attack action and is destroyed utterly in  the next round if it cannot escape. Similarly, immersing a vampire in  running water robs it of one-third of its hit points each round until it  is destroyed at the end of the third round of immersion.
Driving a rock salt stake through a drow 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).
Sample Drow Vampire
The following sample creature has gained the drow vampire template.
Drow Vampire, 2nd-Level Rogue/5th-level Ranger/3rd-level Shadowdancer
Medium Undead (Augmented Humanoid [Elf])
Hit Dice: 10d12 (65 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 26 (+5 Dex, +6 natural, +5 +1 mithral shirt), touch 15, flat-footed 21
Base Attack/Grapple: +8/+13
Attack: Claw +13 melee (1d6+5) or +1 elfbane adamantine shortsword  +15 (+17 vs. elves) melee (1d6+6/17-20 or 1d6+8/17-20 plus 2d6 damage  vs. elves) or composite shortbow (+2 Str bonus) +13 ranged (1d6+2/x3)
Full Attack: 2 claws +13 melee (1d6+5) or +1 elfbane adamantine shortsword +13/+8 (+15/+10 vs. elves) melee (1d6+6/17-20 or 1d6+8/17-20 plus 2d6 damage vs. elves) and +1 vicious shortsword +12 melee (1d6+3/17-20 plus 2d6 to victim and 1d6 to wielder) or composite shortbow (+2 Str bonus) +11/+6 ranged (1d6+2/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Awe (DC 18*), blood drain, children of the Spider  Queen, combat style (two-weapon fighting), create spawn, favored enemies  (2), poison, shadow illusion, sneak attack +1d6, spell-like abilities,  summon shadow
Special Qualities: Alternate form, animal companion, damage reduction  10/silver and magic, drow traits, evasion, fast healing 5, hide in plain  sight, resistance to cold 10 and electricity 10, spell resistance 12,  spider climb, trapfinding, +4 turn resistance, uncanny dodge, venomous  gaseous form (DC 18*), voice of the underdark, wild empathy
Saves: Fort +6*, Ref +15*, Will +4*
Abilities: Str 20, Dex 20, Con -, Int 14, Wis 16, Cha 14
Skills: Balance +7, Bluff +16*, Diplomacy +7*, Disguise +3 (+5 acting)*,  Hide +26, Intimidate +5*, Jump +7, Knowledge (dungeoneering) +7, Listen  +22, Move Silently +26, Perform +8*, Search +15, Sense Motive +16,  Sleight of Hand +12, Spot +25, Survival +9 (+11 following tracks, +11  underground), Tumble +15, Use Magic Device +8*
Feats: Alertness (B), Combat Reflexes, Dodge, Endurance (B), Improved  Critical (short sword), Improved Initiative (B), Lightning Reflexes (B),  Mobility, Track (B), Two-Weapon Fighting (B)
Environment: Underground
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Challenge Rating: 12
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4
*Modified by magic items.
Possessions: +1 elfbane adamantine shortsword, +1 vicious shortsword, +1 mithral shirt, +1 cloak of resistance, circlet of persuasion and 80 gp.
In Ravenloft
The drow vampires of the Lands of Dread differ in some respects from  those described above. Use the following rules. Any abilities or  statistics that are not covered are the same as the standard drow  vampire template.
Attack: A drow vampire retains all the attacks of the base   creature and also gains a dread touch attack (see special attacks). If   the base creature can use weapons, the vampire retains this ability. A   creature with natural weapons retains those natural weapons. A drow   vampire fighting without weapons uses either a dread touch attack or its   primary natural weapon (if it has any). A drow vampire armed with a   weapon uses its dread touch or a weapon, as it desires.
Full Attack: A drow vampire fighting without weapons uses either   its dread touch attack (see special attacks) or its natural weapons (if   it has any). If armed with a weapon, it usually uses the weapon as its   primary attack along with its dread touch or other natural weapon as a   natural secondary attack.
Special Attacks: Remove the basic drow vampire's Blood Drain attack and replace it with the Dread Touch attack.
Dread Touch (Ex): A drow vampire can drain the blood and vital   fluids from a living creature, dealing 1d6 points of Constitution damage   plus 1 point of Constitution drain. This requires a successful touch   attack that leaves a bloody welt upon the victim's skin. A drow vampire   can also apply its dread touch by making a successful grapple check.   This normally deals 1d6 Con damage plus 1 Con drain, but if the   grappling drow vampire succeeds in pinning its opponent the dread touch   deals 1d6+1 Con drain instead. A pinned opponent continues to take  1d6+1  Con drain each round the pin is maintained.
Alternatively, a drow vampire can inflict its dread touch by hitting   with a bite attack (such as that possessed by its Alternative Form of a   spider), which does the damage of its bite attack plus 1d6 Con damage   and 1 Con drain.
A drow vampire can only use its dread touch once per round whichever method of attack it employs.
The drow vampire gains 2 temporary hit points for every point of  Constitution drain it inflicts with a dread touch attack.
Constitution  drain caused by dread touch is hard to heal. A character   attempting to  cast any spell to heal the Con drain must succeed on a DC   20 caster  level check or the spell has no effect on the drained   ability. The curse  only affects the dread touch's Con drain, so any   Constitution damage a  victim suffers from a dread touch can be healed   normally. To eliminate  this curse, the effect must be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell) or heal  (no CL check required), after which a caster level check is no longer  necessary to magically cure the Con drain.
Drow Vampire Weaknesses
Drow vampires have a number of weaknesses.
Repelling a Drow Vampire
Drow vampires cannot tolerate salt and are unable to cross an unbroken   line of salt. Similarly, they recoil from a strongly presented lump of   pure salt. To repulse a drow vampire, a lump of salt must weigh at least   one ounce and either be a single piece of natural rock salt (costs 1   sp) or a piece of salt that has been blessed in a temple (costs 1 gp and   can be used by a cleric or paladin to turn drow vampires). These  things  don’t harm the vampire—they merely keep it at bay. A recoiling  vampire  must stay at least 5 feet away from the creature holding the  salt and  cannot touch or make melee attacks against that creature for  the rest of  the encounter. Holding a vampire at bay takes a standard  action.
Slaying a Drow Vampire
Exposure to direct sunlight immediately destroys a drow vampire; direct   moonlight or indirect daylight prevents the vampire from fast healing   and does 2d6 damage per round; indirect moonlight prevents fast healing   and does 1d4 damage per round; starlight prevents the vampire from fast   healing but does no damage. Illumination by any spell with the light   descriptor has the same effect on a drow vampire as moonlight (for   spells of 3rd level or above like daylight) or indirect moonlight (for spells of 2nd level or lower, such as continual flame or light).
Immersing a drow vampire in a waterfall robs it of one-third of its hit   points each round until it is destroyed at the end of the third round  of  immersion. Water drawn directly from a waterfall and splashed at the   vampire has the same effect as holy water. Waterfall water loses its   harmful properties toward drow vampires as soon as it stops falling.
Driving a rock salt stake through a drow 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 bind the creature's   body with silver thread and then burn it to ash.
 Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).