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<blockquote data-quote="Hand of Vecna" data-source="post: 5973" data-attributes="member: 755"><p><strong>Drow Vampire</strong></p><p></p><p><strong>Drow Vampire</strong></p><p>(Drow consider vampirism [the <em>Kiss of Lolth</em> ] an honor) </p><p></p><p><strong>Hit Dice</strong>: Increase to d12</p><p><strong>Speed</strong>: Same as base creature</p><p><strong>AC</strong>: natural armor improves by +7 (AC 0 in 2nd Ed.)</p><p><strong>Attacks</strong>: Retains all the attacks of the base creature and gains a slam attack</p><p><strong>Damage</strong>: Slam 1d6 + Fluid Drain</p><p><strong>Special Attacks</strong>: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier</p><p><u>Awe Gaze (Su)</u>: Similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or stand awestruck before the vampire for 2d4 rounds. Awestruck characters automatically drop anything they are holding, and affected victims will not attack or even approach the drow vampire unless the creature attacks them. The ability has a range of 30 feet.</p><p><u>Fluid Drain (Su)</u>: Living creatures hit by a vampire slam attack lose 1d6+1 hits points, and each time the vampire uses this hideous attack, the victim loses 1 hp permanently. Such draining is excruciatingly painful and leaves a small welt where the drow touched the victim’s flesh. Only the heal spell will remove these angry welts that the drow refer to as Lolth’s caress. The drow vampire can absorb any hp it drains from its victims in this manner, although the creature cannot exceed its maximum number of hit points. Any drow brought to 0 hp by this attack becomes a vampire; victims of other races merely die in unendurable agony, sacrifices to Lolth.</p><p><u>Children of the Night (Su)</u>: While in giant spider form, a drow vampire can control 10d10 Hit Dice of spiders. The creatures will arrive within 2d10 rounds of summoning. In normal form, drow vampires can command up to 4 driders. Driders worship vampire drow, seeing the monsters as Lolth’s chosen ones.</p><p><strong>Special Qualities</strong>: retains all the SQ’s of the base creature and those listed below</p><p><u>Drow Traits</u>: Darkvision 120 feet</p><p><u>Spell-like abilities</u>: <em>dancing lights</em>, <em>darkness</em>, <em>detect magic</em>, <em>dispel magic</em>, <em>faerie fire</em>, <em>levitate</em>, and <em>suggestion each 1/day as an 8th-level Wizard.</em></p><p><em><u>Undead</u>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</em></p><p><em><u>Damage Reduction (Su)</u>: A vampire’s tough undead body possesses DR 15/+1. In poisonous vapor form, it’s DR increases to 25/+3.</em></p><p><em><u>Turn Resistance (Ex)</u>: A vampire has +6 turn resistance</em></p><p><em><u>Resistances (Ex)</u>: A vampire has cold and electrical resistance 20</em></p><p><em><u>Spell Resistance</u>: Drow vampires have SR 16</em></p><p><em><u>Poisonous Vapor Form (Su)</u>: this ability is similar to a normal vampire’s gaseous form, save that any creature that breathes in any portion of these vapors must make a Fort save. Failure means the victim takes 2d6 points of damage; those who make the save take only ½ damage. While in this form, the creature has DR 25/+3.</em></p><p><em><u>Spider Climb (Ex)</u>: A vampire can climb sheer surfaces as though with a <em>spider climb</em> spell, at will.</em></p><p><em><u>Alternate Form (Su)</u>: A drow vampire can assume the shape of a giant spider as a standard action. This ability is similar to a <em>polymorph self</em> spell cast by a 12th-level Sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.</em></p><p><em><u>Fast Healing (Ex)</u>: A drow vampire heals 5 points of damage each round so long as it has at least 1 hp and it is in absolute darkness. If reduced to 0 hit points or lower, a vampire automatically assumes poisonous vapor form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to 9 miles 2 hours.) Once at rest in its coffin, it rises to 1 hp after 1 hour, then resumes healing at the rate of 5 hp/round.</em></p><p><em><strong>Saves</strong>: Same as base creature</em></p><p><em><strong>Abilities</strong>: Str +6, Dex +4, Int +2, Wis +2, and Cha +4. As undead creatures, vampires have no Con score.</em></p><p><em><strong>Skills</strong>: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.</em></p><p><em><strong>Feats</strong>: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.</em></p><p><em><strong>Climate/Terrain</strong>: Subterranean</em></p><p><em><strong>Alignment</strong>: Always CE </em></p><p><em></em></p><p><em><strong>Repelling a Drow Vampire</strong>: A vampire drow cannot cross a line of salt (even when in vaporous form). The vampire finds pure salt repugnant and can act only indirectly to break such a barrier. For instance, the vampire might summon spiders to scatter the salt or use its <em>suggestion</em> ability to get someone else to break the line. If there is even the slightest break in the line the vampire drow can cross with impunity.</em></p><p><em></em></p><p><em><strong>Slaying a Drow Vampire</strong>: Drow vampires are the most adversely affected by light. A vampire drow will almost never emerge onto the surface as even 1 ray of sunlight will instantaneously destroy it. Even moonlight does damage to it, doing 2d4 points of damage per round. The divine spell <em>moonbeam</em> does similar damage. Starlight does not damage the vampire, but the creature is incapable of regenerating while touched by starshine. Magical illumination, such as light or daylight, does 1d4 damage per round the vampire is exposed to such illumination, and cannot regenerate under these conditions. Holy does not affect it, but water drawn directly from a waterfall does 2d6 damage to it. If the creature is held completely within the downpour of a waterfall itself, the vampire will be destroyed when it reaches 0 hit points. Driving a stake of rock salt through a vampire’s heart instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. Only exposing the creature to the rays of the sun, immersing it in the pounding torrent of a waterfall, or binding the corpse with cords woven of silver thread, smearing it with oil, and burning the body for at least 12 hours will ensure the vampire’s destruction.</em></p></blockquote><p></p>
[QUOTE="Hand of Vecna, post: 5973, member: 755"] [b]Drow Vampire[/b] [b]Drow Vampire[/b] (Drow consider vampirism [the [i]Kiss of Lolth[/i] ] an honor) [b]Hit Dice[/b]: Increase to d12 [b]Speed[/b]: Same as base creature [b]AC[/b]: natural armor improves by +7 (AC 0 in 2nd Ed.) [b]Attacks[/b]: Retains all the attacks of the base creature and gains a slam attack [b]Damage[/b]: Slam 1d6 + Fluid Drain [b]Special Attacks[/b]: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier [u]Awe Gaze (Su)[/u]: Similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or stand awestruck before the vampire for 2d4 rounds. Awestruck characters automatically drop anything they are holding, and affected victims will not attack or even approach the drow vampire unless the creature attacks them. The ability has a range of 30 feet. [u]Fluid Drain (Su)[/u]: Living creatures hit by a vampire slam attack lose 1d6+1 hits points, and each time the vampire uses this hideous attack, the victim loses 1 hp permanently. Such draining is excruciatingly painful and leaves a small welt where the drow touched the victim’s flesh. Only the heal spell will remove these angry welts that the drow refer to as Lolth’s caress. The drow vampire can absorb any hp it drains from its victims in this manner, although the creature cannot exceed its maximum number of hit points. Any drow brought to 0 hp by this attack becomes a vampire; victims of other races merely die in unendurable agony, sacrifices to Lolth. [u]Children of the Night (Su)[/u]: While in giant spider form, a drow vampire can control 10d10 Hit Dice of spiders. The creatures will arrive within 2d10 rounds of summoning. In normal form, drow vampires can command up to 4 driders. Driders worship vampire drow, seeing the monsters as Lolth’s chosen ones. [b]Special Qualities[/b]: retains all the SQ’s of the base creature and those listed below [u]Drow Traits[/u]: Darkvision 120 feet [u]Spell-like abilities[/u]: [i]dancing lights[/i], [i]darkness[/i], [i]detect magic[/i], [i]dispel magic[/i], [i]faerie fire[/i], [i]levitate[/i], and [i]suggestion each 1/day as an 8th-level Wizard. [u]Undead[/u]: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. [u]Damage Reduction (Su)[/u]: A vampire’s tough undead body possesses DR 15/+1. In poisonous vapor form, it’s DR increases to 25/+3. [u]Turn Resistance (Ex)[/u]: A vampire has +6 turn resistance [u]Resistances (Ex)[/u]: A vampire has cold and electrical resistance 20 [u]Spell Resistance[/u]: Drow vampires have SR 16 [u]Poisonous Vapor Form (Su)[/u]: this ability is similar to a normal vampire’s gaseous form, save that any creature that breathes in any portion of these vapors must make a Fort save. Failure means the victim takes 2d6 points of damage; those who make the save take only ½ damage. While in this form, the creature has DR 25/+3. [u]Spider Climb (Ex)[/u]: A vampire can climb sheer surfaces as though with a [i]spider climb[/i] spell, at will. [u]Alternate Form (Su)[/u]: A drow vampire can assume the shape of a giant spider as a standard action. This ability is similar to a [i]polymorph self[/i] spell cast by a 12th-level Sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise. [u]Fast Healing (Ex)[/u]: A drow vampire heals 5 points of damage each round so long as it has at least 1 hp and it is in absolute darkness. If reduced to 0 hit points or lower, a vampire automatically assumes poisonous vapor form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to 9 miles 2 hours.) Once at rest in its coffin, it rises to 1 hp after 1 hour, then resumes healing at the rate of 5 hp/round. [b]Saves[/b]: Same as base creature [b]Abilities[/b]: Str +6, Dex +4, Int +2, Wis +2, and Cha +4. As undead creatures, vampires have no Con score. [b]Skills[/b]: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. [b]Feats[/b]: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats. [b]Climate/Terrain[/b]: Subterranean [b]Alignment[/b]: Always CE [b]Repelling a Drow Vampire[/b]: A vampire drow cannot cross a line of salt (even when in vaporous form). The vampire finds pure salt repugnant and can act only indirectly to break such a barrier. For instance, the vampire might summon spiders to scatter the salt or use its [i]suggestion[/i] ability to get someone else to break the line. If there is even the slightest break in the line the vampire drow can cross with impunity. [b]Slaying a Drow Vampire[/b]: Drow vampires are the most adversely affected by light. A vampire drow will almost never emerge onto the surface as even 1 ray of sunlight will instantaneously destroy it. Even moonlight does damage to it, doing 2d4 points of damage per round. The divine spell [i]moonbeam[/i] does similar damage. Starlight does not damage the vampire, but the creature is incapable of regenerating while touched by starshine. Magical illumination, such as light or daylight, does 1d4 damage per round the vampire is exposed to such illumination, and cannot regenerate under these conditions. Holy does not affect it, but water drawn directly from a waterfall does 2d6 damage to it. If the creature is held completely within the downpour of a waterfall itself, the vampire will be destroyed when it reaches 0 hit points. Driving a stake of rock salt through a vampire’s heart instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. Only exposing the creature to the rays of the sun, immersing it in the pounding torrent of a waterfall, or binding the corpse with cords woven of silver thread, smearing it with oil, and burning the body for at least 12 hours will ensure the vampire’s destruction.[/i] [/QUOTE]
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