Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
Converting Creatures from Other Campaign Settings
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cleon" data-source="post: 5736041" data-attributes="member: 57383"><p><strong>Kender Vampire Working Draft</strong></p><p></p><p><span style="font-family: 'Verdana'"><strong><span style="font-size: 15px">Kender Vampire</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong></strong></span><span style="font-family: 'Verdana'">Small Undead</span></p><p><span style="font-family: 'Verdana'"><strong>Hit Dice:</strong> 4d12+3 (29 hp)</span></p><p><span style="font-family: 'Verdana'"><strong>Initiative:</strong> +7</span></p><p><span style="font-family: 'Verdana'"><strong>Speed:</strong> 20 ft. (4 squares)</span></p><p><span style="font-family: 'Verdana'"><strong>Armor Class:</strong> 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14</span></p><p><span style="font-family: 'Verdana'"><strong>Base Attack/Grapple:</strong> +2/+0</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> </span><span style="font-family: 'Verdana'">Spirit-rending claw +5 melee (1d6+2 plus </span><span style="font-family: 'Verdana'">1d3 Wisdom damage</span> and <span style="font-family: 'Verdana'">paralysis)</span><span style="font-family: 'Verdana'"> or hoopak +6 melee (1d4+3)</span><span style="font-family: 'Verdana'"> or hoopak</span><span style="font-family: 'Verdana'"> (sling)</span><span style="font-family: 'Verdana'"> +7 ranged (1d3+2)</span><span style="font-family: 'Verdana'"> or hoopak</span><span style="font-family: 'Verdana'"> (shortspear)</span><span style="font-family: 'Verdana'"> +7 ranged (1d4+2)</span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Full Attack:</strong> Spirit-rending claw +5 melee (1d6+2 plus </span><span style="font-family: 'Verdana'">1d3 Wisdom damage</span> and <span style="font-family: 'Verdana'">paralysis); or hoopak</span><span style="font-family: 'Verdana'"> +6 melee (1d4+3)</span><span style="font-family: 'Verdana'">; or </span><span style="font-family: 'Verdana'">hoopak</span><span style="font-family: 'Verdana'"> +2 melee (1d4+2) and </span><span style="font-family: 'Verdana'">hoopak </span><span style="font-family: 'Verdana'">-2 melee (1d4+1)</span><span style="font-family: 'Verdana'">; or hoopak (sling) +7 ranged (1d3+2)</span><span style="font-family: 'Verdana'"> or hoopak</span><span style="font-family: 'Verdana'"> (shortspear)</span><span style="font-family: 'Verdana'"> +7 ranged (1d4+2)</span></p><p><span style="font-family: 'Verdana'"> <strong>Space/Reach:</strong> 5 ft./5 ft.</span></p><p><span style="font-family: 'Verdana'"><strong>Special Attacks:</strong> Destroy wood, hoopak, insanity howl, spirit-rending claws</span></p><p><span style="font-family: 'Verdana'"><strong>Special Qualities: </strong>Damage reduction 5/silver, darkvision 60 ft., fast healing 2, lack of focus, poltergeist form, resistance to cold 10 and electricity 10, spider climb, undead traits</span></p><p><span style="font-family: 'Verdana'"><strong>Saves:</strong> Fort +1, Ref +6, Will +4</span></p><p><span style="font-family: 'Verdana'"><strong>Abilities:</strong> Str 14, Dex 16, Con—, Int 11, Wis 11, Cha 14</span></p><p><span style="font-family: 'Verdana'"><strong>Skills:</strong> </span>Bluff +6, Climb +6, Hide +15, Jump +0, Listen +10, Move Silently +11, Open Locks +5, Search +4, Sense Motive +4, Sleight of Hand +5, Spot +10</p><p><span style="font-family: 'Verdana'"> <strong>Feats:</strong> Alertness (B), </span> Combat Reflexes, <span style="font-family: 'Verdana'">Improved Initiative (B), Lightning Reflexes (B)</span>, Weapon Focus (hoopak)</p><p><span style="font-family: 'Verdana'"> <strong>Environment:</strong> Any</span></p><p><span style="font-family: 'Verdana'"><strong>Organization:</strong> Solitary or pack (2–5)</span></p><p><span style="font-family: 'Verdana'"><strong>Challenge Rating:</strong> 3</span></p><p><span style="font-family: 'Verdana'"><strong>Treasure:</strong> Standard</span></p><p><span style="font-family: 'Verdana'"><strong>Alignment:</strong> Always evil (any)</span></p><p><span style="font-family: 'Verdana'"><strong>Advancement:</strong> —</span></p><p><span style="font-family: 'Verdana'"><strong>Level Adjustment:</strong> —</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <em>A being resembling a pale-skinned child with the figure of a gymnast, impish eyes and pointed ears. </em><em>Its </em><em>elf-like features</em><em> have a feral look, with teeth that appear longer and sharper than they should be. </em><em>A closer look reveals horror; the creature's slender body is wizened, with mummified skin stretched taut over its bones, and it has the wicked claws of a savage beast.</em></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> Kender vampires, as their name suggests, are vampiric undead that were once living kender. They share certain characteristics with "normal" vampire spawn, including the inability to create more of their kind. These vile undead were created by cruel magical experimentation that left them bound to the will and domain of their creator. Kender vampires despise their creators, but the twisted magic that created them makes them unable to rebel or act in any way contrary to their masters' interests. </p><p><span style="font-family: 'Verdana'"> </span></p><p><span style="font-family: 'Verdana'">Kender vampires speak Common and Kenderspeak in a hissing whisper. Speaking is very painful for a kender vampire, so they rarely talk.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> Kender vampires are the same size and weight they were when alive. An average kender vampire stands 3 foot 7 inches tall and weighs 75 pounds, they can range from 3 to 4 feet in height and usually weigh between 55 and 100 pounds. </p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="font-size: 12px">Combat</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong></strong>Kender vampire use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <strong>Destroy Wood (Su):</strong> Any wooden weapon (except for a kender vampire's hoopak) that strikes a kender vampire must succeed at a DC 14 Fortitude save or take 2d6+6 points of damage. If this damage destroys the weapon it instantly rots away, and the kender vampire takes no damage from the attack. A kender vampire can also destroy wooden objects by touching them as a standard action (a +6 melee touch attack). The save DC is Charisma-based.</p><p></p><p> <span style="font-family: 'Verdana'"><strong>Fast Healing (Ex):</strong> A kender vampire heals 2 points of damage each round so long as it has at least 1 hit point. Its </span><span style="font-family: 'Verdana'">fast healing does not heal damage from shimmerweed or the kender vampire's own hoopak (see Kender Vampire Weaknesses, below). </span><span style="font-family: 'Verdana'">If reduced to 0 hit points in combat, a </span><span style="font-family: 'Verdana'">kender vampire</span><span style="font-family: 'Verdana'"> automatically assumes poltergeist form and attempts to escape. It must reach its coffin home within 2 hours or become permanently trapped in poltergeist form. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.</span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Hoopak:</strong> </span>A hoopak attacks as a quarterstaff, shortspear, or sling (bullets required). The hoopak can be used as a double weapon, making one attack with the quarterstaff function and the other as a shortspear.</p><p></p><p>Kender vampires are vulnerable to attacks from a kender vampires' hoopak, including their own. See Kender Vampire Weaknesses for details. They have no weakness to hoopaks that don't belong to kender vampires.</p><p></p><p><strong>Howl of Madness (Su):</strong> Once per hour, a kender vampire can unleash a hideous cackling. Anyone within 60 feet who can hear the vampire must succeed on a DC 14 Will save or become insane (as the <em>insanity</em> spell). This is a sonic, mind-affecting enchantment (compulsion) effect. The save DC is Charisma-based.</p><p></p><p><span style="font-family: 'Verdana'"><strong>Kender Traits:</strong> Kender vampires retain a kender's +1 racial bonus to all saving throws and +2 racial bonus on Open Locks, Spot and Sleight of Hands checks. Kender vampires can make Open Locks and Sleight of Hand checks as though they were trained, even if they have 0 ranks in the skills. They also retain a kender's lack of focus and taunt special abilities (see below).</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Lack of Focus:</strong> Kender have a -4 racial penalty on Concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <strong>Spirit-Rending Claws (Su):</strong> <span style="font-family: 'Verdana'">Any creature hit by a kender vampire's claw attack takes 1d3 Wisdom damage and must succeed at a DC 14 Fortitude save or be paralyzed for 1 round. The save DC is Charisma-based.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <strong>Poltergeist Form (Ex):</strong> As a standard action, a kender vampire can transfer itself between the Ethereal Plane and the Material Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a kender vampire is on the Ethereal Plane, any spells is casts cannot affect targets on the Material Plane, but they work normally against ethereal targets. If the kender vampire does not return to the Material Plane within 2 hours it becomes permanently trapped in the Ethereal Plane. A kender vampire that is reduced to 0 hit points while in poltergeist form is permanently destroyed.</p><p></p><p><span style="font-family: 'Verdana'"><strong>Spider Climb (Ex): </strong>A kender vampire can climb sheer surfaces as though with a spider climb spell.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Skills:</strong> Kender vampire have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Kender vampire have a +2 racial bonus on Open Locks and Sleight of Hands checks. Kender vampires can make Open Locks and Sleight of Hand checks as though they were trained, even if they have 0 ranks in the skills.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="font-size: 12px">Kender Vampire Weaknesses</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong></strong></span>Kender vampire have a number of weaknesses.</p><p> </p><p> <em>Repelling a Kender Vampire</em></p><p>Kender vampires cannot abide shimmerweed and recoil from even a fragment of a dead shimmerweed plant. Similarly, they recoil from a strongly presented holy symbol. These things don't harm the vampire—they merely keep it at bay. A recoiling kender vampire must stay at least 5 feet away from a creature holding the shimmerweed 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.</p><p> </p><p> <em>Slaying a Kender Vampire</em></p><p> <em></em>Reducing a kender vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see the note on fast healing and poltergeist form).</p><p> </p><p>The prismatic display of a shimmerweed plant in moonlight does 1d4 hp damage per round to any kender vampire within 60 ft. This damage cannot be healed by the vampire's fast healing.</p><p> </p><p>Kender vampires are always armed with a hoopak. A kender vampire's damage reduction, fast healing and destroy wood special abilities are ineffective against a kender vampire's hoopak (they work normally against other hoopaks). If a kender vampire receives a confirmed critical hit from a kender vampire's hoopak, it must succeed at a DC 15 Fortitude save or the hoopak pierces the vampire's heart, destroying the kender vampire. Removing the hoopak does not restore the kender vampire to unlife.</p><p> </p><p>The foul magics that create kender vampires bind their existence to a domain. This domain is a territory at least 10 miles across, but it can be as large as a country. Any attempt to leave the borders of its domain (willing or unwilling) instantly destroys a kender vampire, its body crumbling to dust within seconds. Even approaching the border is painful to these vampires, who rarely come within a mile of the border.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5736041, member: 57383"] [b]Kender Vampire Working Draft[/b] [FONT=Verdana][B][SIZE=4]Kender Vampire[/SIZE] [/B][/FONT][FONT=Verdana]Small Undead [B]Hit Dice:[/B] 4d12+3 (29 hp) [B]Initiative:[/B] +7 [B]Speed:[/B] 20 ft. (4 squares) [B]Armor Class:[/B] 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 [B]Base Attack/Grapple:[/B] +2/+0 [B]Attack:[/B] [/FONT][FONT=Verdana]Spirit-rending claw +5 melee (1d6+2 plus [/FONT][FONT=Verdana]1d3 Wisdom damage[/FONT] and [FONT=Verdana]paralysis)[/FONT][FONT=Verdana] or hoopak +6 melee (1d4+3)[/FONT][FONT=Verdana] or hoopak[/FONT][FONT=Verdana] (sling)[/FONT][FONT=Verdana] +7 ranged (1d3+2)[/FONT][FONT=Verdana] or hoopak[/FONT][FONT=Verdana] (shortspear)[/FONT][FONT=Verdana] +7 ranged (1d4+2)[/FONT][FONT=Verdana] [B]Full Attack:[/B] Spirit-rending claw +5 melee (1d6+2 plus [/FONT][FONT=Verdana]1d3 Wisdom damage[/FONT] and [FONT=Verdana]paralysis); or hoopak[/FONT][FONT=Verdana] +6 melee (1d4+3)[/FONT][FONT=Verdana]; or [/FONT][FONT=Verdana]hoopak[/FONT][FONT=Verdana] +2 melee (1d4+2) and [/FONT][FONT=Verdana]hoopak [/FONT][FONT=Verdana]-2 melee (1d4+1)[/FONT][FONT=Verdana]; or hoopak (sling) +7 ranged (1d3+2)[/FONT][FONT=Verdana] or hoopak[/FONT][FONT=Verdana] (shortspear)[/FONT][FONT=Verdana] +7 ranged (1d4+2)[/FONT] [FONT=Verdana] [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Destroy wood, hoopak, insanity howl, spirit-rending claws [B]Special Qualities: [/B]Damage reduction 5/silver, darkvision 60 ft., fast healing 2, lack of focus, poltergeist form, resistance to cold 10 and electricity 10, spider climb, undead traits [B]Saves:[/B] Fort +1, Ref +6, Will +4 [B]Abilities:[/B] Str 14, Dex 16, Con—, Int 11, Wis 11, Cha 14 [B]Skills:[/B] [/FONT]Bluff +6, Climb +6, Hide +15, Jump +0, Listen +10, Move Silently +11, Open Locks +5, Search +4, Sense Motive +4, Sleight of Hand +5, Spot +10 [FONT=Verdana] [B]Feats:[/B] Alertness (B), [/FONT] Combat Reflexes, [FONT=Verdana]Improved Initiative (B), Lightning Reflexes (B)[/FONT], Weapon Focus (hoopak) [FONT=Verdana] [B]Environment:[/B] Any [B]Organization:[/B] Solitary or pack (2–5) [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always evil (any) [B]Advancement:[/B] — [B]Level Adjustment:[/B] — [/FONT] [I]A being resembling a pale-skinned child with the figure of a gymnast, impish eyes and pointed ears. [/I][I]Its [/I][I]elf-like features[/I][I] have a feral look, with teeth that appear longer and sharper than they should be. [/I][I]A closer look reveals horror; the creature's slender body is wizened, with mummified skin stretched taut over its bones, and it has the wicked claws of a savage beast.[/I] [FONT=Verdana] [/FONT] Kender vampires, as their name suggests, are vampiric undead that were once living kender. They share certain characteristics with "normal" vampire spawn, including the inability to create more of their kind. These vile undead were created by cruel magical experimentation that left them bound to the will and domain of their creator. Kender vampires despise their creators, but the twisted magic that created them makes them unable to rebel or act in any way contrary to their masters' interests. [FONT=Verdana] Kender vampires speak Common and Kenderspeak in a hissing whisper. Speaking is very painful for a kender vampire, so they rarely talk. [/FONT] Kender vampires are the same size and weight they were when alive. An average kender vampire stands 3 foot 7 inches tall and weighs 75 pounds, they can range from 3 to 4 feet in height and usually weigh between 55 and 100 pounds. [FONT=Verdana] [B][SIZE=3]Combat[/SIZE] [/B]Kender vampire use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable. [/FONT] [B]Destroy Wood (Su):[/B] Any wooden weapon (except for a kender vampire's hoopak) that strikes a kender vampire must succeed at a DC 14 Fortitude save or take 2d6+6 points of damage. If this damage destroys the weapon it instantly rots away, and the kender vampire takes no damage from the attack. A kender vampire can also destroy wooden objects by touching them as a standard action (a +6 melee touch attack). The save DC is Charisma-based. [FONT=Verdana][B]Fast Healing (Ex):[/B] A kender vampire heals 2 points of damage each round so long as it has at least 1 hit point. Its [/FONT][FONT=Verdana]fast healing does not heal damage from shimmerweed or the kender vampire's own hoopak (see Kender Vampire Weaknesses, below). [/FONT][FONT=Verdana]If reduced to 0 hit points in combat, a [/FONT][FONT=Verdana]kender vampire[/FONT][FONT=Verdana] automatically assumes poltergeist form and attempts to escape. It must reach its coffin home within 2 hours or become permanently trapped in poltergeist form. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.[/FONT][FONT=Verdana] [B]Hoopak:[/B] [/FONT]A hoopak attacks as a quarterstaff, shortspear, or sling (bullets required). The hoopak can be used as a double weapon, making one attack with the quarterstaff function and the other as a shortspear. Kender vampires are vulnerable to attacks from a kender vampires' hoopak, including their own. See Kender Vampire Weaknesses for details. They have no weakness to hoopaks that don't belong to kender vampires. [B]Howl of Madness (Su):[/B] Once per hour, a kender vampire can unleash a hideous cackling. Anyone within 60 feet who can hear the vampire must succeed on a DC 14 Will save or become insane (as the [I]insanity[/I] spell). This is a sonic, mind-affecting enchantment (compulsion) effect. The save DC is Charisma-based. [FONT=Verdana][B]Kender Traits:[/B] Kender vampires retain a kender's +1 racial bonus to all saving throws and +2 racial bonus on Open Locks, Spot and Sleight of Hands checks. Kender vampires can make Open Locks and Sleight of Hand checks as though they were trained, even if they have 0 ranks in the skills. They also retain a kender's lack of focus and taunt special abilities (see below). [B]Lack of Focus:[/B] Kender have a -4 racial penalty on Concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic. [/FONT] [B]Spirit-Rending Claws (Su):[/B] [FONT=Verdana]Any creature hit by a kender vampire's claw attack takes 1d3 Wisdom damage and must succeed at a DC 14 Fortitude save or be paralyzed for 1 round. The save DC is Charisma-based. [/FONT] [B]Poltergeist Form (Ex):[/B] As a standard action, a kender vampire can transfer itself between the Ethereal Plane and the Material Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a kender vampire is on the Ethereal Plane, any spells is casts cannot affect targets on the Material Plane, but they work normally against ethereal targets. If the kender vampire does not return to the Material Plane within 2 hours it becomes permanently trapped in the Ethereal Plane. A kender vampire that is reduced to 0 hit points while in poltergeist form is permanently destroyed. [FONT=Verdana][B]Spider Climb (Ex): [/B]A kender vampire can climb sheer surfaces as though with a spider climb spell. [B]Skills:[/B] Kender vampire have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Kender vampire have a +2 racial bonus on Open Locks and Sleight of Hands checks. Kender vampires can make Open Locks and Sleight of Hand checks as though they were trained, even if they have 0 ranks in the skills. [B][SIZE=3]Kender Vampire Weaknesses[/SIZE] [/B][/FONT]Kender vampire have a number of weaknesses. [I]Repelling a Kender Vampire[/I] Kender vampires cannot abide shimmerweed and recoil from even a fragment of a dead shimmerweed plant. Similarly, they recoil from a strongly presented holy symbol. These things don't harm the vampire—they merely keep it at bay. A recoiling kender vampire must stay at least 5 feet away from a creature holding the shimmerweed 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. [I]Slaying a Kender Vampire [/I]Reducing a kender vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see the note on fast healing and poltergeist form). The prismatic display of a shimmerweed plant in moonlight does 1d4 hp damage per round to any kender vampire within 60 ft. This damage cannot be healed by the vampire's fast healing. Kender vampires are always armed with a hoopak. A kender vampire's damage reduction, fast healing and destroy wood special abilities are ineffective against a kender vampire's hoopak (they work normally against other hoopaks). If a kender vampire receives a confirmed critical hit from a kender vampire's hoopak, it must succeed at a DC 15 Fortitude save or the hoopak pierces the vampire's heart, destroying the kender vampire. Removing the hoopak does not restore the kender vampire to unlife. The foul magics that create kender vampires bind their existence to a domain. This domain is a territory at least 10 miles across, but it can be as large as a country. Any attempt to leave the borders of its domain (willing or unwilling) instantly destroys a kender vampire, its body crumbling to dust within seconds. Even approaching the border is painful to these vampires, who rarely come within a mile of the border. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
Converting Creatures from Other Campaign Settings
Top