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<blockquote data-quote="freyar" data-source="post: 5751006" data-attributes="member: 40227"><p>Then we have</p><p></p><p>Repelling a Kender Vampire: Kender vampires cannot abide shimmerweed and recoil from even a fragment of a dead shimmerweed plant. A recoiling kender vampire must stay at least 5 feet away from a creature holding the shimmerweed and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a kender vampire at bay takes a standard action.</p><p></p><p>Slaying a Kender Vampire: 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="freyar, post: 5751006, member: 40227"] Then we have Repelling a Kender Vampire: Kender vampires cannot abide shimmerweed and recoil from even a fragment of a dead shimmerweed plant. A recoiling kender vampire must stay at least 5 feet away from a creature holding the shimmerweed and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a kender vampire at bay takes a standard action. Slaying a Kender Vampire: 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]
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