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Buffy the Vampire Slayer Vampire Template
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<blockquote data-quote="mmadsen" data-source="post: 1400990" data-attributes="member: 1645"><p>From that <a href="http://www.seankreynolds.com/rpgfiles/monsters/fleshboundvampire.html" target="_blank">template</a>:</p><p></p><p><strong>Hit Dice:</strong> Increase to d12. </p><p><strong>Speed:</strong> Same as the base creature. </p><p><strong>AC:</strong> The base creature's natural armor improves by +6. </p><p><strong>Attacks:</strong> A fleshbound vampire retains all the attacks of the base creature. </p><p><strong>Special Attacks:</strong> A fleshbound vampire retains all the special attacks of the base creature and also gains those listed below. </p><p><strong>Blood Drain (Ex):</strong> A fleshbound 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 temporary Constitution damage each round the pin is maintained. </p><p><strong>Create Spawn (Ex):</strong> A humanoid or monstrous humanoid slain by a fleshbound vampire's blood drain attack rises as a fleshbound vampire 1d3 days after its death. These new vampires are not under the control of their sire in any way. </p><p><strong>Special Qualities:</strong> A fleshbound vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type. </p><p><strong>Damage Reduction (Su):</strong> A fleshbound vampire's undead body is tough, giving the creature damage reduction 10/silver. </p><p><strong>Turn Resistance (Ex):</strong> A fleshbound vampire has +4 turn resistance. </p><p><strong>Resistance (Ex):</strong> A fleshbound vampire has cold and electricity resistance 10. </p><p><strong>Fast Healing (Ex):</strong> A fleshbound vampire heals 5 points of damage each round so long as it has at least 1 hit point. A fleshbound vampire harmed by silver or magic weapons cannot heal that damage until all of its other damage has been healed, and even then only heals at a rate of 1 point of damage per round. </p><p><strong>Slow Regeneration (Ex):</strong> Fleshbound vampires can slowly regenerate lost limbs over the course of several days, but cannot reattach severed limbs. </p><p><strong>Saves:</strong> Same as the base creature. </p><p><strong>Abilities:</strong> Increase from the base creature as follows: Str +6, Dex +6, Wis +2, Cha +2. As undead creatures, fleshbound vampires have no Constitution score. </p><p><strong>Skills:</strong> Fleshbound vampires receive a +8 racial bonus to Hide, Listen, Move Silently, and Spot checks. Otherwise same as the base creature. </p><p><strong>Feats:</strong> Fleshbound vampires gain Alertness, Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 1400990, member: 1645"] From that [url=http://www.seankreynolds.com/rpgfiles/monsters/fleshboundvampire.html]template[/url]: [B]Hit Dice:[/B] Increase to d12. [B]Speed:[/B] Same as the base creature. [B]AC:[/B] The base creature's natural armor improves by +6. [B]Attacks:[/B] A fleshbound vampire retains all the attacks of the base creature. [B]Special Attacks:[/B] A fleshbound vampire retains all the special attacks of the base creature and also gains those listed below. [B]Blood Drain (Ex):[/B] A fleshbound 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 temporary Constitution damage each round the pin is maintained. [B]Create Spawn (Ex):[/B] A humanoid or monstrous humanoid slain by a fleshbound vampire's blood drain attack rises as a fleshbound vampire 1d3 days after its death. These new vampires are not under the control of their sire in any way. [B]Special Qualities:[/B] A fleshbound vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type. [B]Damage Reduction (Su):[/B] A fleshbound vampire's undead body is tough, giving the creature damage reduction 10/silver. [B]Turn Resistance (Ex):[/B] A fleshbound vampire has +4 turn resistance. [B]Resistance (Ex):[/B] A fleshbound vampire has cold and electricity resistance 10. [B]Fast Healing (Ex):[/B] A fleshbound vampire heals 5 points of damage each round so long as it has at least 1 hit point. A fleshbound vampire harmed by silver or magic weapons cannot heal that damage until all of its other damage has been healed, and even then only heals at a rate of 1 point of damage per round. [B]Slow Regeneration (Ex):[/B] Fleshbound vampires can slowly regenerate lost limbs over the course of several days, but cannot reattach severed limbs. [B]Saves:[/B] Same as the base creature. [B]Abilities:[/B] Increase from the base creature as follows: Str +6, Dex +6, Wis +2, Cha +2. As undead creatures, fleshbound vampires have no Constitution score. [B]Skills:[/B] Fleshbound vampires receive a +8 racial bonus to Hide, Listen, Move Silently, and Spot checks. Otherwise same as the base creature. [B]Feats:[/B] Fleshbound vampires gain Alertness, Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats. [/QUOTE]
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