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Shade

Monster Junkie
Sample Vampire Princeling

Vampire Princeling, 11th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 11d12 (71 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chain shirt), touch 13, flat-footed 20
Base Attack/Grapple: +11/+19
Attack: Slam +21 melee (1d6+10 plus energy drain) or +3 spiked chain +25 melee (2d4+20) or +3 shortbow +17 ranged (1d6+3/x3)
Full Attack: Slam +21 melee (1d6+10 plus energy drain) or +3 spiked chain +25/+20/+15 melee (2d4+20) or +3 shortbow +17/+12/+7 ranged (1d6+3/x3)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, infectious breath, maddening countenance, rapid blood drain, spell-like abilities, stench
Special Qualities: Alternate form, damage reduction 15/silver and magic, darkvision 60 ft., fast healing 8, gaseous form, lifesense, reduced vampire weaknesses, resistance to cold 10 and electricity 10, spider climb, supernatural scent, +6 turn resistance, undead traits, unnatural aura, vampire weaknesses
Saves: Fort +8, Ref +10, Will +8
Abilities: Str 30, Dex 17, Con -, Int 13, Wis 16, Cha 18
Skills: Bluff +12, Climb +16, Hide +10, Jump +15, Listen +17, Move Silently +10, Ride +12, Search +9, Sense Motive +11, Spot +17, 6 more
Feats: Alertness (B), Blind-Fight, Combat Expertise, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack, 1 fighter bonus feat
Environment: Temperate plains
Organization: Solitary, gang (1 plus 2-4 vampire lords or arch-lords), or troupe (1 plus 2-4 vampire lords or arch-lords plus 6-10 vampires)
Challenge Rating: 17
Treasure: Triple standard (including cloak of resistance +3, +3 shortbow, and +3 spiked chain)
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +15

Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack 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.)

Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a DC 19 Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.

Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.

Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a DC 19 Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.

Rapid Blood Drain (Ex): A greater vampire can rapidly suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.

Additionally, the victim must make a DC 19 Fortitude save or become exhausted, and make a second DC 19 Fortitude save or be dazed for 1 round. The save DCs are Charisma-based.

Reduced Vampire Weaknesses: Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless.

Spell-Like Abilities: At will--hold portal, knock; 5/day--deep slumber (DC 17). Caster level 11th. The save DCs are Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a 19 Will save. This ability does not affect holy water. The save DCs are Charisma-based.

Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic spell) and alignment auras (as the first round of detect chaos, evil, good, and law spells).

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. A character may calm a panicked animal with a DC 19 Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.




Pick a feat and 6 fighter skill ranks, and we're golden. ;)
 

freyar

Extradimensional Explorer
Improved Feint would be fun, but I think Improved Grapple is really the way to go. :]

Let's fit 3 ranks each into Climb and Jump. Ride seems less important given that it can turn into a bat and fly (and especially due to Unnatural Aura).
 

Shade

Monster Junkie
Sounds good. Updated.

Vampire Prince, 13th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 13d12 (84 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chain shirt), touch 13, flat-footed 20
Base Attack/Grapple: +13/+27
Attack: Slam +25 melee (1d6+10 plus energy drain) or +4 spiked chain +28 melee (2d4+21) or +4 shortbow +19 ranged (1d6+4/x3)
Full Attack: Slam +25 melee (1d6+10 plus energy drain) or +4 spiked chain +29/+24/+19 melee (2d4+21) or +4 shortbow +19/+14/+9 ranged (1d6+4/x3)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, infectious breath, maddening countenance, rapid blood drain, spell-like abilities, stench
Special Qualities: Alternate form, damage reduction 20/silver and magic, darkvision 60 ft., fast healing 9, gaseous form, improved turn resistance, lifesense, reduced vampire weaknesses, resistance to cold 10 and electricity 10, spider climb, supernatural scent, +6 turn resistance, undead traits, unnatural aura, vampire weaknesses
Saves: Fort +10, Ref +12, Will +10
Abilities: Str 34, Dex 17, Con -, Int 13, Wis 16, Cha 20, plus 1 level increase
Skills: Bluff +13, Climb +21, Hide +10, Jump +20, Listen +17, Move Silently +10, Ride +12, Search +9, Sense Motive +11, Spot +17, 6 more
Feats: Alertness (B), Blind-Fight, Combat Expertise, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Improved Grapple, Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack, 1 general feat and 1 fighter bonus feat
Environment: Temperate plains
Organization: Solitary, gang (1 plus 1-3 vampire princelings), or troupe (1 plus 2-4 vampire princelings plus 4-8 vampire lords or arch-lords plus 10-16 vampires)
Challenge Rating: 20
Treasure: Triple standard (including cloak of resistance +4, +4 shortbow, and +4 spiked chain)
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +17

Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack 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.)

Improved Turn Resistance (Ex): A prince cannot be commanded (but can still be rebuked or turned).

Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a DC 21 Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.

Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.

Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a DC 21 Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.

Rapid Blood Drain (Ex): A greater vampire can rapidly suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.

Additionally, the victim must make a DC 21 Fortitude save or become exhausted, and make a second DC 21 Fortitude save or become staggered for 1d6 rounds, and make a third DC 21 Fortitude save or be dazed for 1 round. The save DCs are Charisma-based.

Reduced Vampire Weaknesses: Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless. Princes do not recoil from holy symbols presented by evil characters.

Spell-Like Abilities: At will--hold portal, knock; 5/day--deep slumber (DC 18). Caster level 13th. The save DCs are Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 21 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a 21 Will save. This ability does not affect holy water. The save DCs are Charisma-based.

Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic spell) and alignment auras (as the first round of detect chaos, evil, good, and law spells).

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. A character may calm a panicked animal with a DC 21 Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.


For the ability increase, how about Dex?

For the feats, how about Greater Weapon Focus (spiked chain)and Greater Weapon Specialization (spiked chain)?

We've also got 6 more skill ranks to allocate.
 

freyar

Extradimensional Explorer
Dex is good.

Let's do Deflect Arrows and GWF. I dun'no why, but I kind of like the idea of a ninja-like vampire swatting arrows away. :p

I'm guessing Climb is already full ranks. But we've only got 9 ranks in Jump so far, so let's put all 6 in Jump.

Edit: Let's put in GWS next time!
 

Shade

Monster Junkie
Updated.

Neither Climb nor Jump were near max ranks, so I split the 6 ranks between them.

Last one...

Vampire Arch-Prince, 15th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 15d12 (97 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 24 (+4 Dex, +6 natural, +4 masterwork chain shirt), touch 14, flat-footed 20
Base Attack/Grapple: +15/+34
Attack: Slam +30 melee (1d6+15 plus energy drain) or +5 spiked chain +37 melee (2d4+31) or +5 shortbow +24 ranged (1d6+5/x3)
Full Attack: Slam +30 melee (1d6+15 plus energy drain) or +5 spiked chain +37/+32/+27 melee (2d4+31) or +5 shortbow +24/+19/+14 ranged (1d6+5/x3)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, infectious breath, maddening countenance, rapid blood drain, spell-like abilities, stench
Special Qualities: Alternate form, damage reduction 20/silver and magic, darkvision 60 ft., fast healing 10, gaseous form, improved turn resistance, lifesense, reduced vampire weaknesses, resistance to cold 10 and electricity 10, spider climb, supernatural scent, +6 turn resistance, undead traits, unnatural aura, vampire weaknesses
Saves: Fort +10, Ref +16, Will +17
Abilities: Str 40, Dex 18, Con -, Int 13, Wis 16, Cha 22
Skills: Bluff +15, Climb +30, Hide +11, Jump +29, Listen +17, Move Silently +11, Ride +13, Search +9, Sense Motive +11, Spot +17
Feats: Alertness (B), Blind-Fight, Combat Expertise, Combat Reflexes (B), Deflect Arrows, Dodge (B), Exotic Weapon Proficiency (spiked chain), Greater Weapon Specialization (spiked chain), Greater Weapon Focus (spiked chain), Improved Grapple, Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack, 1 more feat
Environment: Temperate plains
Organization: Solitary, gang (1 plus 2-4 vampire princelings or princes), or troupe (1 plus 3-6 vampire princelings or princes plus 8-12 vampire lords or arch-lords plus 10-30 vampires)
Challenge Rating: 23
Treasure: Triple standard (including cloak of resistance +5, +5 shortbow, and +5 spiked chain)
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +19

Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack 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.)

Improved Turn Resistance (Ex): An arch-prince cannot be commanded or rebuked (but can still be turned).

Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a DC 23 Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.

Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.

Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a DC 23 Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.

Rapid Blood Drain (Ex): A greater vampire can rapidly suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.

Additionally, the victim must make a DC 23 Fortitude save or become nauseated for 1d6 rounds, a second DC 23 Fortitude save or become exhausted, and make a third DC 23 Fortitude save or become staggered for 1d6 rounds, and make a fourth DC 23 Fortitude save or be dazed for 1 round. The save DCs are Charisma-based.

Reduced Vampire Weaknesses: Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless. Arch-princes only recoil from holy symbols presented by good-aligned characters.

Spell-Like Abilities: At will--hold portal, knock; 5/day--deep slumber (DC 19). Caster level 15th. The save DCs are Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 23 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a 23 Will save. This ability does not affect holy water. The save DCs are Charisma-based.

Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic spell) and alignment auras (as the first round of detect chaos, evil, good, and law spells).

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. A character may calm a panicked animal with a DC 23 Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.



I added GWS as you suggested above, and split the ranks between Climb and Jump. All that's left is to decide the final feat.
 

freyar

Extradimensional Explorer
Just realized this guy has a spiked chain! We really have to go with Improved Disarm or Improved Trip for the last feat. In fact, I'd even be willing to go back to the prince and trade out Deflect Arrows if you want to use both of those.
 


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