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Monster Junkie
Scorched One

http://www.enworld.org/showthread.php?t=211853&page=21&pp=15

Scorched One
Medium Undead (Fire)
Hit Dice: 7d12 (45 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Touch +8 melee (1d8 fire plus dehydrating touch)
Full Attack: Touch +8 melee (1d8 fire plus dehydrating touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dehydrating touch, insatiable thirst
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to fire and spells with the light descriptor, rejuvenation, spell resistance 7, +4 turn resistance, undead traits, vulnerability to acid and cold, vulnerability to water
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 12, Dex 21, Con —, Int 14, Wis 11, Cha 20
Skills: Bluff +15, Diplomacy +7, Disguise +15 (+17 acting), Intimidate +7, Listen +10, Search +12, Spot +10, Survival +13 (+15 following tracks)
Feats: Ability Focus (insatiable thirst), Skill Focus (Survival), Track, Weapon Finesse (B)
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 8-20 HD (Medium)
Level Adjustment: -

A disheveled wanderer in tattered, weather-beaten garb stumbles through the sand beneath the hot desert sun. As it draws near, it appears extremely dehydrated and emaciated, its skin burnt and cracked.

Scorched ones arise from the remains of those who have succumbed to the perils of the desert. They now draw their power from the sun, wandering the deserts seeking out and tormenting the living. They often track caravans for many days, studying the strengths and weaknesses of their prey before the best opportunity arises to strike.

Due to their link to the power of the sun, scorched ones have weaker ties to the Negative Energy Plane than other undead.

A scorched one is 5 to 6 feet tall and weighs 100 to 200 pounds.

Scorched ones speak Common, Ignan, and Infernal in a hoarse, cracked voice.

A scorched one can be created with a create undead spell cast by a 15th-level spellcaster.

COMBAT

A scorched one prefers to rely on its potent supernatural and spell-like abilities, wading into melee only as an afterthought.

Dehydrating Touch (Su): The scorched one's touch drains moisture from the body of living creatures, dealing 1d6 points of damage. This drain is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage.

Insatiable Thirst (Su): Twice per day as a standard action, a scorched one can create an insatiable thirst in one creature within 30 feet. The victim takes 2d6 points of nonlethal damage and becomes fatigued; the nonlethal damage and fatigue cannot be cured until the victim has drunk at least 2 quarts of liquid. In addition, the victim must succeed on a DC 20 Will save or be compelled to search for a liquid to drink. The victim will proceed to drink any liquid not known to be poisonous, including potions; this condition lasts for 10 minutes. This compulsion is a mind-affecting effect. The save DC is Charisma-based.

Rejuvenation (Su): In most cases, it’s difficult to destroy a scorched one through simple combat: The “destroyed” scorched one will reform in 24 hours. Even the most powerful spells are usually only temporary solutions. A scorched one that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + scorched one's HD) against DC 16. The only way to completely destroy a scorched one is total immersion in water. Beheading a scorched one (either with a vorpal weapon or decapitation once it has been reduced to 0 hit points) renders it helpless until the next sunrise.

Spell-like Abilities (Sp): 2/day - light, scorching ray (2 rays, +8 ranged touch); 1/day - continual flame, fire seeds (acorn grenades only, +8 ranged touch, DC 21), searing light (+8 ranged touch). Caster level equals Hit Dice (7th for a typical scorched one). The save DCs are Charisma-based.

Vulnerability to Water (Ex): Scorched ones are particularly vulnerable to water, and contact with it (such as reaching into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 6d6 points of damage per round.

Advanced Scorched Ones

A scorched one of 14 or more Hit Dice gains sunbeam as an additional spell-like ability, usable once per day. Caster level equals Hit Dice.

Upon reaching 14 Hit Dice, a scorched one's damage reduction improves to 10/magic.

Originally appeared in Polyhedron Magazine #136 (1999).
 
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Shade

Monster Junkie
Grythok

http://www.enworld.org/showthread.php?t=73265&page=31&pp=15

Grythok
Diminutive Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 5 ft. (1 squares), climb 5 ft., fly 20 ft. (poor)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/+9
Attack: Touch +6 melee (attach)
Full Attack: Touch +6 melee (attach)
Space/Reach: 1 ft./0 ft.
Special Attacks: Attach, chew, disease
Special Qualities: Darkvision 60 ft., detect alignment, immunity to disease, low-light vision, scent
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 10, Cha 6
Skills: Climb +9, Hide +17
Feats: Weapon Finesse
Environment: Underground
Organization: Solitary or swarm (10-80)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Diminutive)
Level Adjustment: -

A small, oval-shaped creature clings to the wall. A dozen short, barbed legs and a diamond-shaped tail protrude from beneath a leathery shell. Its face is somewhat crocodilian, with sunken eyes, while its mouth is flat and circular, like that of lamprey, and ringed with sharp teeth.

Grythoks are subterranean scavengers found in dark, dirty, musty places such as sewers, cesspools, and latrines. They nest in filth, so often carry disease while being immune to its effects. Grythoks will eat anything, but prefer the taste of flesh. They most often prey on rodents, insects, worms, and small reptiles, but aren't afraid to attack larger creatures with their superior numbers.

Grythoks lay a clutch of eggs biannually, but their growth is kept in check due to their voracious appetites accidentally leading them to devour their own eggs.

A grythok is 2 to 6 inches long and weighs less than a pound.

COMBAT

Grythoks cling to cavern walls and ceilings awaiting the approach of prey. When nonevil creatures are detected, the grythoks immediately take flight, emitting high-pitched shrieks that alert others of their kind to the presence of prey. They attack en masse, attempting to attach themselves to exposed flesh with their barbed legs, then tearing out chunks of flesh with their circular mouths.

Attach (Ex): If a grythok hits with a touch attack, it uses its twelve barbed legs to latch onto the opponent’s body. An attached grythok is effectively grappling its prey. The grythok loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Grythoks have a +20 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached grythok can be struck with a weapon or grappled itself. To remove an attached grythok through grappling, the opponent must achieve a pin against the grythok.

If an attached grythok is forcibly removed, its barbed legs deal 1d4 points of piercing damage to the victim.

Chew (Ex): Each round on its turn, an attached grythok deals 1d6 points of damage to the creature to which it is attached. When the grythok has dealt 30 points of damage, it becomes full and flies off to digest its meal. If its victim dies before the grythok is satiated, it flies off to find another victim to complete its feeding.

Disease (Ex): Filth fever—chew, Fortitude DC 10, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Detect Alignment (Su): A grythok automatically detects the alignment of any creature that comes within 60 feet. This ability can be fooled by any spell, spell-like ability, or supernatural ability that masks a creature's alignment (or the Use Magic Device skill, although that requires a successful emulate alignment check prior to entering range of this ability and maintaining concentration the whole time within range). Grythoks grow agitated by creatures of non-evil alignments and attack them furiously, shrieking loudly all the while, which usually alerts any nearby grythoks.

Skills: Grythoks have a +8 racial bonus on Climb checks and and can always choose to take 10 on Climb checks even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Originally appeared in WGA1 - Falcon's Revenge (1990).
 
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Shade

Monster Junkie
Thunder Bird

http://www.enworld.org/showthread.php?t=219413&page=7&pp=15

Thunder Bird
Large Outsider (Chaotic, Good, Native)
Hit Dice: 44d8+792 (990 hp)
Initiative: +15
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 42 (-1 size, +15 Dex, +10 natural, +8 armor), touch 24, flat-footed 27
Base Attack/Grapple: +44/+58
Attack: Talons +58 melee (1d8+15/19-20 plus 4d12 electricity)
Full Attack: 2 talons +58 melee (1d8+15/19-20 plus 4d12 electricity) and bite +58 melee (2d6+10/19-20) and 2 wing buffets +58 melee (1d8+10 plus 4d12 sonic)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, surrounding storm, talons of lightning, wings of thunder
Special Qualities: Damage reduction 15/adamantine (from ring of ironskin), darkvision 60 ft., electrical and sonic healing, eyes of the storm, improved evasion, improved uncanny dodge, rebirth, spell resistance 39, wind tolerance
Saves: Fort +42, Ref +39, Will +39
Abilities: Str 30, Dex 41, Con 46, Int 21, Wis 33, Cha 29
Skills: Balance +21, Bluff +56, Diplomacy +68, Disguise +9 (+15 acting), Heal +58, Intimidate +62, Jump +20, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (religion) +52, Knowledge (the planes) +52, Listen +58, Sense Motive +58, Spot +58, Survival +11 (+17 in aboveground natural environments, +17 on other planes), Tumble +62, Use Magic Device +56
Feats: Ability Focus (Surrounding Storm), Blinding Speed, Epic Will, Fast Healing, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (talons), Improved Flyby Attack, Improved Multiattack, Multiattack, Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (silver), Power Attack, Snatch
Environment: Any land
Organization: Solitary
Challenge Rating: 31
Treasure: No coins; triple goods; quintuple items
Alignment: Chaotic good
Advancement: -
Level Adjustment: -

The skies darken and thunder booms, while lightning arcs in a dazzling display. At the center of the black clouds soars a large, multicolored bird of prey with curling horns and a tooth-filled beak. Each flap of its wings unleashes a clap of thunder, while sheets of lightning flash with each blink of its eyes..

The Thunder Bird is an enigmatic being of great power. Legends claim that it appears to fight evil creatures, and will not leave until the battle is over. Others claim it is a messenger of the gods, while some even claim it is a god itself. No magical means have ever proven able to summon the the Thunder Bird, and many see it as a natural embodiment of free will and the fury of nature.

Although spectators have witness the apparent demise of the Thunder Bird in great battles, it always appears again to battle evil.

It is believed that the Thunder Bird makes a nest atop a great mountain, and stories claim that its nest is lined with one of the greatest hordes of magic items in the mortal realm. To date, no one has ever located this nest, although not for lack of trying.

The Thunder Bird is 12 feet long with a 30 foot wingspan and weighs about 500 pounds.

The Thunder Bird speaks Auran, Common, Celestial, Draconic, and Sylvan.

COMBAT

The Thunder Bird combines the grace and prowess of a bird of prey with the fury of a thunderstorm. It never flees from a battle, fighting to the death without hesitation.

The Thunder Bird's natural attacks are treated as chaotic-aligned and good-aligned for the purposes of overcoming damage reduction. Its attacks are also treated as cold iron and silver weapons due to its Penetrate Damage Reduction feats, and magic due to its amulet of mighty fists +5.

Breath Weapon (Su): Once every 1d4 rounds, the Thunder Bird may breath a 900 foot line of lightning that deals 24d12 points of electricity damage. Reflex DC 50 half. The save DC is Constitution-based.

Electrical and Sonic Healing (Ex): The Thunder Bird takes no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as sound burst) used against the Thunder Bird heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The Thunder Bird can't heal hit points by attacking itself.

Eyes of the Storm (Su): The Thunder Bird's vision is never negatively affected by weather conditions.

Rebirth (Su): One year after the Thunder Bird is killed, it is reborn at full maturity and in perfect health, and it goes to the aid of beseiged cultures as is its norm. The Thunder Bird is always reborn in the same location, though no one has ever discovered the place.

Surrounding Storm (Su): The Thunder Bird is constantly surrounded by an enormous black storm cloud filled with flashing lightning and crashing claps of thunder. The storm covers a 360-foot-radius centered on the Thunder Bird. Any creatures within the area must succeed on a DC 43 Fortitude save or be deafened for 1d4x10 minutes. Raining acid within the area deals 1d6 points of damage (no save), while hailstones deal 5d6 points of bludgeoning damage (no save). The Thunder Bird may call six bolts of lightning down from the cloud at any creatures within the area, but no two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage (Reflex DC 43 half).

Violent rain and wind gusts within the storm reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to 43 + the level of the spell the caster is trying to cast. This otherwise functions as a storm of vengeance spell (caster level 20th). The Thunder Bird can suppress or reinstate this aura as a free action. The save DCs are Charisma-based.

Talons of Lightning (Su): The Thunder Bird's talon attacks deliver a bright shock of electricity to the target on a successful hit, dealing an extra 4d12 points of electricity damage. In addition, the victim must make a DC 50 Fort save or be blinded permanently. The save DC is Constitution-based.

Wind Tolerance (Su): The Thunder Bird is unaffected by high winds, and is never checked, knocked down, or blown away by wind conditions. It suffers no penalties to Listen checks made in areas of high winds.

Wings of Thunder (Su): The Thunder Bird's wing attacks deliver a loud thunderclap when they make a successful hit, dealing an extra 4d12 points of sonic damage to the target. In addition, the victim must make a DC 50 Fort save or be deafened permanently. The save DC is Constitution-based.

Possessions: The Thunder Bird generally carries the following items from its vast hoard: amulet of mighty fists +5, bracers of armor +8, epic ring of ironskin, gem of seeing, ring of freedom of movement, and an assortment of rods, staves and wands (1d4 major, 2d4 medium, and 2d6 minor).

Originally appeared in Deities and Demigods (1980).
 
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Shade

Monster Junkie
Silatic, Platinum

http://www.enworld.org/showthread.php?t=224622&page=3

Silatic, Platinum
Medium Ooze
Hit Dice: 10d10+60 (115 hp)
Initiative: +6
Speed: 15 ft. (3 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +7/+14
Attack: Pseudopod +14 melee (1d6+7 plus 2d8 acid)
Full Attack: 2 pseudopods +14 melee (1d6+7 plus 2d8 acid)
Space/Reach: 5 ft./5 ft. (50 ft. with pseudopod)
Special Attacks: Acid, digest metal
Special Qualities: Blindsight 60 ft., damage reduction 10/magic, metalsense, ooze traits, resistance to acid 10, electricity 10, and fire 10, spell resistance 14, split
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 24, Dex 15, Con 22, Int 5, Wis 11, Cha 1
Skills: Climb +10, Hide +7, Move Silently +7
Feats: Ability Focus (acid), Improved Initiative, Improved Sunder, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: See text
Alignment: Always neutral
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -

This shifting, quivering amorphous blob appears to consist of semiliquid platinum.

Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.

Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal. Silatics may form a pair (or more, depending on type) of long, thin pseudopods that can stretch up to fifty feet. They generally feed with one pseudopod, reserving the other for defense.

When a platinum silatic reaches 20 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.

Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.

A platinum silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 800 pounds.

COMBAT

Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.

Acid (Ex): The platinum silatic secretes an acid that dissolves organic material quickly, but does not affect metal or stone. Any melee hit deals acid damage, and the victim must succeed on DC 23 Fortitude save or become sickened for 1d6 rounds. A wooden weapon that strikes a platinum silatic also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.

The platinum silatic's acidic touch deals 21 points of damage per round to wooden objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Digest Metal (Ex): Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.

Any melee hit deals metal digestion damage, and the opponent’s armor dissolves and become useless immediately unless they succeed on DC 21 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 21 Reflex save. The save DC is Constitution-based.

The silactic’s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.

Metalsense (Ex): A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying gold coins or wearing iron armor) but can’t actually see still have total concealment against the silatic.

Split (Ex): A platinum silatic of 20 or more Hit Dice may split into two platinum silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the "children" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.

Silatics and Spelljammer

If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.
  • Add the Wildspace subtype.
  • Give it a Tactical Speed of 1.

Originally appeared in Monstrous Compedium Appendix 9 (1991).
 
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Shade

Monster Junkie
Greater Vampire, Lord (Template)

http://www.enworld.org/showthread.php?t=199651&page=18&pp=30

Vampire Lord

Creating a Vampire Lord

"Vampire lord" is an acquired template that can be added to any vampire that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Special Attacks: A greater 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.

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 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.

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 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 Fortitude save or be dazed for 1 round. The save DC is Charisma-based.

Spell-Like Abilities: At will--hold portal, knock; 5/day--deep slumber. Caster level equals vampire's Hit Dice. 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 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 Will save. This ability does not affect holy water. The save DCs are Charisma-based.

Special Qualities: A greater vampire retains all the special qualities of the base creature and gains those described below.

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.)

Fast Healing (Ex): A vampire lord's fast healing improves to 6 points of damage each round.

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.

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 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.

Abilities: Increase from the base creature as follows: Str +2, Cha +2.

Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampires and/or vampire spawn)

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +3.

Sample Vampire Lord

Vampire Lord, 7th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 7d12 (45 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: +7/+14
Attack: Slam +14 melee (1d6+7 plus energy drain) or +1 spiked chain +16 melee (2d4+13) or +1 shortbow +11 ranged (1d6+1/x3)
Full Attack: Slam +14 melee (1d6+7 plus energy drain) or +1 spiked chain +16/+11 melee (2d4+13) or +1 shortbow +11/+6 ranged (1d6+1/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 10/silver and magic, darkvision 60 ft., fast healing 6, gaseous form, lifesense, resistance to cold 10 and electricity 10, spider climb, supernatural scent, undead traits, unnatural aura, vampire weaknesses
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 24, Dex 17, Con -, Int 12, Wis 16, Cha 14
Skills: Bluff +10, Climb +13, Hide +10, Listen +17, Move Silently +10, Ride +12, Search +9, Sense Motive +11, Spot +17
Feats: Alertness (B), Blind-Fight, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack (B), Weapon Focus (spiked chain), Weapon Specialization (spiked chain)
Environment: Temperate plains
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampires and/or vampire spawn)
Challenge Rating: 11
Treasure: Double standard (including cloak of resistance +1, +1 shortbow, and +1 spiked chain)
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +11

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 15 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 15 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 15 Fortitude save or be dazed for 1 round. The save DC is Charisma-based.

Spell-Like Abilities: At will--hold portal, knock; 5/day--deep slumber(DC 15). Caster level 7th. 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 15 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 15 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 15 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.

Originally appeared in Imagine Magazine #22 (1985).
 
Last edited:

Shade

Monster Junkie
Greater Vampire, Arch-Lord (template)

Vampire Arch-Lord

Creating a Vampire Arch-Lord

"Vampire arch-lord" is an acquired template that can be added to any vampire lord that has existed in that state for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Special Attacks: A greater 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.

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.

A victim must also succeed on a Fortitude save or become fatigued. The save DC is Charisma-based. Note that this stacks with the dazed effect the greater vampire gained as a vampire lord.

Special Qualities: A greater vampire retains all the special qualities of the base creature and gains those described below.

Damage Reduction (Su): An arch-lord's damage reduction improves to 15/silver and magic.

Fast Healing (Ex): A vampire arch-lord's fast healing improves to 7 points of damage each round.

Improved Turn Resistance (Ex): An arch-lord's turn resistance improves by +2.

Abilities: Increase from the base creature as follows: Str +2, Cha +2.

Organization: Solitary, pair, gang (1-2 plus 1-2 vampire lords), or troupe (1-2 plus 2-3 vampire lords plus 4-10 vampires and vampire spawn)

Challenge Rating: Same as the base creature +1.

Level Adjustment: Same as the base creature +2.

Sample Vampire Arch-Lord

Vampire Arch-Lord, 9th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 9d12 (58 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: +9/+17
Attack: Slam +17 melee (1d6+8 plus energy drain) or +2 spiked chain +20 melee (2d4+16) or +2 shortbow +14 ranged (1d6+2/x3)
Full Attack: Slam +17 melee (1d6+8 plus energy drain) or +2 spiked chain +20/+15 melee (2d4+16) or +2 shortbow +14/+9 ranged (1d6+2/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 7, gaseous form, lifesense, 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 26, Dex 17, Con -, Int 13, Wis 16, Cha 16
Skills: Bluff +11, Climb +14, Hide +10, Jump +13, Listen +17, Move Silently +10, Ride +12, Search +9, Sense Motive +11, Spot +17
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
Environment: Temperate plains
Organization: Solitary, pair, gang (1-2 plus 1-2 vampire lords), or troupe (1-2 plus 2-3 vampire lords plus 4-10 vampires and vampire spawn)
Challenge Rating: 14
Treasure: Double standard (including cloak of resistance +2, +2 shortbow, and +2 spiked chain)
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +13

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 17 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 17 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 17 Fortitude save or become fatigued, and make a second DC 17 Fortitude save or be dazed for 1 round. The save DCs are Charisma-based.

Spell-Like Abilities: At will--hold portal, knock; 5/day--deep slumber (DC 16). Caster level 9th. 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 17 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 17 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 17 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.

Originally appeared in Imagine Magazine #22 (1985).
 
Last edited:

Shade

Monster Junkie
Greater Vampire, Princeling (template)

http://www.enworld.org/showthread.php?t=199651&page=18&pp=30

Vampire Princeling

Creating a Vampire Princeling

"Vampire princeling" is an acquired template that can be added to any vampire arch-lord that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Special Attacks: A greater 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.

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.

A victim must also succeed on a Fortitude save or become exhausted. The save DC is Charisma-based. Note that this stacks with the dazed effect the greater vampire gained as a vampire lord.

Special Qualities: A greater vampire retains all the special qualities of the base creature and gains those described below.

Fast Healing (Ex): A vampire princeling's fast healing improves to 8 points of damage each round.

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.

Abilities: Increase from the base creature as follows: Str +4, Cha +2.

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: Same as the base creature +1.

Treasure: Triple standard.

Level Adjustment: Same as the base creature +2.

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/+23
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 +19, Hide +10, Jump +18, 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
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.

Originally appeared in Imagine Magazine #22 (1985).
 
Last edited:

Shade

Monster Junkie
Greater Vampire, Prince (template)

http://www.enworld.org/showthread.php?t=199651&page=18&pp=30

Vampire Prince

Creating a Vampire Prince

"Vampire prince" is an acquired template that can be added to any vampire princeling that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Special Attacks: A greater 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.

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.

A victim must also succeed on a Fortitude save or become staggered for 1d6 rounds. The save DC is Charisma-based. Note that this stacks with the dazed effect the greater vampire gained as a vampire lord and the exhausted effect gained as a princeling.

Special Qualities: A greater vampire retains all the special qualities of the base creature and gains those described below.

Damage Reduction (Su): A vampire prince's damage reduction improves to 20/silver and magic.

Fast Healing (Ex): A vampire prince's fast healing improves to 9 points of damage each round.

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

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.

Abilities: Increase from the base creature as follows: Str +4, Cha +2.

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: Same as the base creature +1.

Treasure: Triple standard.

Level Adjustment: Same as the base creature +2.

Sample Vampire Prince

Vampire Prince, 13th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 13d12 (84 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: +13/+27
Attack: Slam +25 melee (1d6+12 plus energy drain) or +4 spiked chain +31 melee (2d4+24) or +4 shortbow +20 ranged (1d6+4/x3)
Full Attack: Slam +25 melee (1d6+12 plus energy drain) or +4 spiked chain +31/+26/+21 melee (2d4+24) or +4 shortbow +20/+15/+10 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 +13, Will +10
Abilities: Str 34, Dex 18, Con -, Int 13, Wis 16, Cha 20
Skills: Bluff +13, Climb +24, Hide +11, Jump +23, Listen +17, Move Silently +11, Ride +13, Search +9, Sense Motive +11, Spot +17
Feats: Alertness (B), Blind-Fight, Combat Expertise, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Greater Weapon Focus (spiked chain), Improved Disarm, 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
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.

Originally appeared in Imagine Magazine #22 (1985).
 
Last edited:

Shade

Monster Junkie
Greater Vampire, Arch-Prince (template)

http://www.enworld.org/showthread.php?t=199651&page=18&pp=30

Vampire Arch-Prince

Creating a Vampire Arch-Prince

"Vampire arch-prince" is an acquired template that can be added to any vampire prince that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Special Attacks: A greater 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.

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.

A victim must also succeed on a Fortitude save or become nauseated for 1d6 rounds. The save DC is Charisma-based. Note that this stacks with the dazed, exhausted, and staggered effects the greater vampire gained at younger ages.

Special Qualities: A greater vampire retains all the special qualities of the base creature and gains those described below.

Fast Healing (Ex): A vampire arch-prince's fast healing improves to 10 points of damage each round.

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

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.

Abilities: Increase from the base creature as follows: Str +6, Cha +2.

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: Same as the base creature +1.

Treasure: Triple standard.

Level Adjustment: Same as the base creature +2.

Sample Vampire Arch-Prince

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), Dodge (B), Exotic Weapon Proficiency (spiked chain), Greater Weapon Specialization (spiked chain), Greater Weapon Focus (spiked chain), Improved Disarm, Improved Grapple, Improved Initiative (B), Improved Trip, Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack
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.

Originally appeared in Imagine Magazine #22 (1985).
 
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Shade

Monster Junkie
Anancus (Pike-Tusked Elephant)

http://www.enworld.org/showthread.php?t=67093&page=35&pp=15

Anancus (Pike-Tusked Elephant)
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+27
Attack: Gore +17 melee (2d10+18)
Full Attack: Slam +17 melee (2d6+12) and 2 stamps +15 melee (2d6+6) or gore +17 melee (2d10+18)
Space/Reach: 15 ft./10 ft. (15 ft. with tusks)
Special Attacks: Improved grab, toss, trample 2d8+18
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +7, Will +4
Abilities: Str 34, Dex 10, Con 23, Int 2, Wis 12, Cha 7
Skills: Listen +10, Spot +9
Feats: Alertness, Improved Bull Rush, Multiattack, Power Attack
Environment: Temperate forest
Organization: Solitary or herd (2-20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-28 HD (Gargantuan)
Level Adjustment: -

This elephantine creature has extremely long, straight tusks, almost as long as its body, jutting straight out from its mouth. Its ears and trunk are smaller than most other elephants.

The anancus is a proboscidean adapted to life in temperate forests, where it feeds on foliage. Its size and deadly tusks prevent most predators from bother it, although its young sometimes fall prey to larger carnivores.

An anancus has a shoulder height of about 15 feet, weighs between 8 and 10 tons, and has tusks roughly 15 feet long.

COMBAT

An anancus usually only becomes aggressive if it or its young are threatened. Once angered, it attacks with its long tusks, scooping up smaller foes and tossing them against trees or onto the ground to be trampled.

Improved Grab (Ex): To use this ability, an anancus must hit a Large or smaller opponent with a gore attack. If it gets a hold, it tosses its opponent.

Jungle Movement (Ex): Pike-tusked elephants have supreme agility and maneuverability despite their size, allowing them to pass through the thickest forests with ease. An anancus can move through light undergrowth without penalty, and treats heavy undergrowth as light undergrowth for the purposes of movement (two squares to pass through, +2 to Tumble and Move Silently DCs).

Narrow Berth (Ex): Due to its narrow body, an anancus is treated as being one size smaller than it actually is for the purposes of squeezing (see page 149 of the Player’s Handbook for the rules for squeezing).

Toss (Ex): Pike-tusked elephants vigorously shake any creature caught in their tusks and fling it in a random direction. Resolve the toss as a bull rush maneuver (+20 check modifier), except that there is no attack of opportunity, since the anancus has already grabbed its foe when it tries to toss the victim. The anancus does not need to move with its foe in order to to throw its foe more than 5 feet. If the tossed victim beats the anancus's bull rush check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Trample (Ex): As a full-round action, an anancus can move up to twice its speed and literally run over Large or smaller creatures. This attack deals 2d8+18 points of damage. Trampled opponents can make attacks of opportunity against the anancus at a -4 penalty. If they do not make attacks of opportunity, trample opponents can attempt a DC 27 Reflex save for half damage. The save DC is Strength-based.

Originally appeared in Dragon Magazine #167 (1991).
 
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