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<blockquote data-quote="dante58701" data-source="post: 3434777" data-attributes="member: 40336"><p><strong>A revision of an elder vampire template I found.</strong></p><p></p><p>Elder Vampire</p><p></p><p>A few vampire lords that survive long enough can attain ever greater power still. However, this requires a "trial by fire".</p><p></p><p>As is uncommonly known, the only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest.</p><p></p><p>In theory, this could bring a vampire lord back to the unlife it formerly enjoyed. However, more powerful vampire lords, the ones that have been vampire lords for over 250 years and have over 20 class levels, have a special condition upon this return. If the vampire lord has been brought back in this fashion, then fully immersed, even briefly, into the negative energy plane itself, and then subjected to a miracle or wish, the vampire lord evolves into an elder vampire.</p><p></p><p>If vampire lords exist they are few and far between, elder vampires are even more rare. If any exist, they having existed unchallenged for eons. More often than not, elder vampires grow weary of the world and go into hibernation, waking only periodically. Elder vampires have the power to command entire nations of vampires and often exist as the central figure of legions of followers and slaves. </p><p></p><p>Elder vampires, like vampire lords, often look as they did in life. However, elder vampires can take on a new look, though the specifics of this vary from elder vampire to elder vampire. If and when someone rises to challenge their power, they are often quick to show off their superiority.</p><p></p><p>Elder vampires speak any languages they knew in life or learned as a vampire or vampire lord.</p><p></p><p>Creating an Elder Vampire</p><p></p><p>“Elder vampire” is a template that can be applied to any humanoid or monstrous humanoid creature with a character level of at least 20 that has already had the vampire lord template applied to it (hereafter referred to as the "base vampire lord"). So, make a vampire lord, and then apply this template to it. The creature uses all the special abilities of the base vampire lord, except as noted below.</p><p></p><p>Hit Dice: Same as base vampire lord, then add +2 hit points per total Hit Dice of the base vampire lord.</p><p></p><p>Speed: The elder vampire's base speed increases by +30 ft., plus elder vampires can fly with speed 180 ft. and perfect maneuverability.</p><p></p><p>Armor Class: The base vampire's natural armor bonus improves by +6 or equals the base creature’s natural armor bonus, whichever is higher.</p><p></p><p>Attacks: Same as base vampire.</p><p></p><p>Special Attacks: An elder vampire retains all the special abilities of the base vampire lord, except as modified below, and also gains those noted below. The saving throw, where applicable, is 10 + 1/2 the elder vampire's total Hit Dice + the elder vampire's Charisma modifier, unless noted otherwise. The DCs of the elder vampire's abilities are increased by +4 where applicable.</p><p></p><p>Domination (Su): As base vampire lord, except that an elder vampire can can dominate one humanoid per Hit Dice of the elder vampire.</p><p></p><p>Energy Drain (Su): As base vampire lord, but a living creature hit by an elder vampire's slam attack takes 5 negative levels.</p><p></p><p>Blood Drain (Su): As base vampire lord, but an elder vampire's blood drain inflicts 2d4+2 points of Constitution drain each round the pin is maintained.</p><p></p><p>Special Qualities: An elder vampire retains all the special qualities of the base vampire lord, except as modified below, and gains those listed below.</p><p></p><p>Create Spawn (Su): As base vampire lord, but elder vampires can create a vampire lord if the target has over 10 Hit Dice. The vampire lord is completely under the command of the elder vampire and cannot rebel, as a vampire slave to a vampire lord.</p><p></p><p>Damage Reduction (Ex): An elder vampire is extremely tough; it has damage reduction 15/epic, good, and silver.</p><p></p><p>Etherealness (Su): An elder vampire can cast etherealness (Caster level 20th), as a free action, at will. The effect can be used a total of one round per Hit Dice of the elder vampire per day. These rounds need not be used consecutively. </p><p></p><p>Fast Healing (Ex): As base vampire lord, but an elder vampire heals 20 hit points each round so long as it has at least 1 hit point. An elder vampire can rest in any area that is neither consecrated nor would expose or leave the elder vampire exposed to direct contact with sunlight. An elder vampire can search and wait for as long as is required to locate one. Once a suitable location is found, the elder vampire requires only 10 minutes of rest to reach one hit point, for its fast healing to take effect.</p><p></p><p>Nondetection (Su): An elder vampire is continually protected as though under the effects of a nondetection (Caster level 20th) spell.</p><p></p><p>Protection from Good (Su): An elder vampire is continually protected as though under the effects of a protection from good (Caster level 20th) spell.</p><p></p><p>Resistances (Ex): An elder vampire has resistance to cold 30 and electricity 30, and resistance acid 10, fire 10, and sonic 10.</p><p></p><p>Spell Immunity (Ex): An elder vampire is immune to spells and magical effects of up to 4th level that are subject to spell resistance.</p><p></p><p>Telekinesis (Su): An elder vampire can use telekinesis (Caster level 20th), as a free action, at will.</p><p></p><p>Telepathy (Su): An elder vampire can communicate telepathically with any living creature within 1 mile per Hit Dice of the elder vampire that has a language, and with any vampire under its direct control to a range of 2 miles per Hit Dice of the elder vampire. Because this telepathy works so well, the Elder Vampire using this ability can gain access to certain surface thoughts and other memories. Creatures within the range of the telepathy can be subjected to a detect thoughts (Caster level 20th) effect.</p><p></p><p>Turn Immunity (Ex): An elder Vampire cannot be turned or destroyed at all as its lesser kin normally would.</p><p></p><p>Saves: Any time the elder vampire must make a saving throw for half or partial effect, success results in no effect. (as per mettle of will and fortitude and evasion.)</p><p></p><p>Abilities: Increase from the base vampire lord as follows: Strength +10, Dexterity +6, Intelligence +4, Wisdom +4, Charisma +6. As undead creatures, elder vampires have no Constitution scores.</p><p></p><p>Skills: An elder vampires receives a +12 racial bonus to Concentration, Gather Information, Jump, and Tumble. All prior racial adjustments from the vampire and vampire lord templates are increased by +4.</p><p></p><p>Feats: The Elder Vampire gains Blinding Speed, Epic Leadership, Epic Reputation, Epic Toughness, Polygot, and Unholy Strike, assuming the base vampire lord meets the prerequisites and doesn’t already have these feats.</p><p></p><p>Climate/Terrain: Any land or underground.</p><p></p><p>Organization: Solitary.</p><p></p><p>Challenge Rating: Same as base vampire lord +9.</p><p></p><p>Level Adjustment Same as base vampire lord +12.</p><p></p><p>Treasure: Quintuple standard.</p><p></p><p>Alignment: Any evil. </p><p></p><p>Advancement: By character class.</p><p></p><p>Elder Vampire Weaknesses</p><p></p><p>An elder vampire has even fewer weaknesses than a vampire lord, a benefit of their quest for power.</p><p></p><p>An elder vampire has none of typical vampire or vampire lord vulnerabilities and weaknesses. This means, amongst other things, that an elder vampire, unlike a vampire lord, is not vulnerable to sunlight at all, suffering no penalties whatsoever. An elder vampire, unlike a vampire lord, can use its supernatural powers in sunlight. Even spells that produce sunlight effects cannot harm an elder vampire, unless said spells could harm even a living creature, though they acquire no special advantages when used against an elder vampire. If the elder vampire is destroyed while exposed to direct sunlight, it assumes gaseous form and attempts to find a resting place (as described in the fast healing description above).</p><p></p><p>An elder vampire can only be slain cutting its head from its body with a sword forged in the positive energy plane and cooled in the freely given blood of a good outsider with at least as many Hit Dice as the elder vampire. The head and body must be burnt into ashes separately while being fully immersed, even briefly into the positive energy plane. The ashes from the head must then be immersed in holy water for one week on consecrated ground, followed by a miracle or wish spell to permanently destroy the elder vampire. Then the immersed ashes of the head must be buried in consecrated ground. The ashes from the body must then be scattered over running water on consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell and a miracle or wish spell, the elder vampire can regenerate in a week if the ashes are placed in an area that is neither consecrated nor would expose or leave the elder vampire exposed to direct contact with sunlight.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3434777, member: 40336"] [b]A revision of an elder vampire template I found.[/b] Elder Vampire A few vampire lords that survive long enough can attain ever greater power still. However, this requires a "trial by fire". As is uncommonly known, the only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest. In theory, this could bring a vampire lord back to the unlife it formerly enjoyed. However, more powerful vampire lords, the ones that have been vampire lords for over 250 years and have over 20 class levels, have a special condition upon this return. If the vampire lord has been brought back in this fashion, then fully immersed, even briefly, into the negative energy plane itself, and then subjected to a miracle or wish, the vampire lord evolves into an elder vampire. If vampire lords exist they are few and far between, elder vampires are even more rare. If any exist, they having existed unchallenged for eons. More often than not, elder vampires grow weary of the world and go into hibernation, waking only periodically. Elder vampires have the power to command entire nations of vampires and often exist as the central figure of legions of followers and slaves. Elder vampires, like vampire lords, often look as they did in life. However, elder vampires can take on a new look, though the specifics of this vary from elder vampire to elder vampire. If and when someone rises to challenge their power, they are often quick to show off their superiority. Elder vampires speak any languages they knew in life or learned as a vampire or vampire lord. Creating an Elder Vampire “Elder vampire” is a template that can be applied to any humanoid or monstrous humanoid creature with a character level of at least 20 that has already had the vampire lord template applied to it (hereafter referred to as the "base vampire lord"). So, make a vampire lord, and then apply this template to it. The creature uses all the special abilities of the base vampire lord, except as noted below. Hit Dice: Same as base vampire lord, then add +2 hit points per total Hit Dice of the base vampire lord. Speed: The elder vampire's base speed increases by +30 ft., plus elder vampires can fly with speed 180 ft. and perfect maneuverability. Armor Class: The base vampire's natural armor bonus improves by +6 or equals the base creature’s natural armor bonus, whichever is higher. Attacks: Same as base vampire. Special Attacks: An elder vampire retains all the special abilities of the base vampire lord, except as modified below, and also gains those noted below. The saving throw, where applicable, is 10 + 1/2 the elder vampire's total Hit Dice + the elder vampire's Charisma modifier, unless noted otherwise. The DCs of the elder vampire's abilities are increased by +4 where applicable. Domination (Su): As base vampire lord, except that an elder vampire can can dominate one humanoid per Hit Dice of the elder vampire. Energy Drain (Su): As base vampire lord, but a living creature hit by an elder vampire's slam attack takes 5 negative levels. Blood Drain (Su): As base vampire lord, but an elder vampire's blood drain inflicts 2d4+2 points of Constitution drain each round the pin is maintained. Special Qualities: An elder vampire retains all the special qualities of the base vampire lord, except as modified below, and gains those listed below. Create Spawn (Su): As base vampire lord, but elder vampires can create a vampire lord if the target has over 10 Hit Dice. The vampire lord is completely under the command of the elder vampire and cannot rebel, as a vampire slave to a vampire lord. Damage Reduction (Ex): An elder vampire is extremely tough; it has damage reduction 15/epic, good, and silver. Etherealness (Su): An elder vampire can cast etherealness (Caster level 20th), as a free action, at will. The effect can be used a total of one round per Hit Dice of the elder vampire per day. These rounds need not be used consecutively. Fast Healing (Ex): As base vampire lord, but an elder vampire heals 20 hit points each round so long as it has at least 1 hit point. An elder vampire can rest in any area that is neither consecrated nor would expose or leave the elder vampire exposed to direct contact with sunlight. An elder vampire can search and wait for as long as is required to locate one. Once a suitable location is found, the elder vampire requires only 10 minutes of rest to reach one hit point, for its fast healing to take effect. Nondetection (Su): An elder vampire is continually protected as though under the effects of a nondetection (Caster level 20th) spell. Protection from Good (Su): An elder vampire is continually protected as though under the effects of a protection from good (Caster level 20th) spell. Resistances (Ex): An elder vampire has resistance to cold 30 and electricity 30, and resistance acid 10, fire 10, and sonic 10. Spell Immunity (Ex): An elder vampire is immune to spells and magical effects of up to 4th level that are subject to spell resistance. Telekinesis (Su): An elder vampire can use telekinesis (Caster level 20th), as a free action, at will. Telepathy (Su): An elder vampire can communicate telepathically with any living creature within 1 mile per Hit Dice of the elder vampire that has a language, and with any vampire under its direct control to a range of 2 miles per Hit Dice of the elder vampire. Because this telepathy works so well, the Elder Vampire using this ability can gain access to certain surface thoughts and other memories. Creatures within the range of the telepathy can be subjected to a detect thoughts (Caster level 20th) effect. Turn Immunity (Ex): An elder Vampire cannot be turned or destroyed at all as its lesser kin normally would. Saves: Any time the elder vampire must make a saving throw for half or partial effect, success results in no effect. (as per mettle of will and fortitude and evasion.) Abilities: Increase from the base vampire lord as follows: Strength +10, Dexterity +6, Intelligence +4, Wisdom +4, Charisma +6. As undead creatures, elder vampires have no Constitution scores. Skills: An elder vampires receives a +12 racial bonus to Concentration, Gather Information, Jump, and Tumble. All prior racial adjustments from the vampire and vampire lord templates are increased by +4. Feats: The Elder Vampire gains Blinding Speed, Epic Leadership, Epic Reputation, Epic Toughness, Polygot, and Unholy Strike, assuming the base vampire lord meets the prerequisites and doesn’t already have these feats. Climate/Terrain: Any land or underground. Organization: Solitary. Challenge Rating: Same as base vampire lord +9. Level Adjustment Same as base vampire lord +12. Treasure: Quintuple standard. Alignment: Any evil. Advancement: By character class. Elder Vampire Weaknesses An elder vampire has even fewer weaknesses than a vampire lord, a benefit of their quest for power. An elder vampire has none of typical vampire or vampire lord vulnerabilities and weaknesses. This means, amongst other things, that an elder vampire, unlike a vampire lord, is not vulnerable to sunlight at all, suffering no penalties whatsoever. An elder vampire, unlike a vampire lord, can use its supernatural powers in sunlight. Even spells that produce sunlight effects cannot harm an elder vampire, unless said spells could harm even a living creature, though they acquire no special advantages when used against an elder vampire. If the elder vampire is destroyed while exposed to direct sunlight, it assumes gaseous form and attempts to find a resting place (as described in the fast healing description above). An elder vampire can only be slain cutting its head from its body with a sword forged in the positive energy plane and cooled in the freely given blood of a good outsider with at least as many Hit Dice as the elder vampire. The head and body must be burnt into ashes separately while being fully immersed, even briefly into the positive energy plane. The ashes from the head must then be immersed in holy water for one week on consecrated ground, followed by a miracle or wish spell to permanently destroy the elder vampire. Then the immersed ashes of the head must be buried in consecrated ground. The ashes from the body must then be scattered over running water on consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell and a miracle or wish spell, the elder vampire can regenerate in a week if the ashes are placed in an area that is neither consecrated nor would expose or leave the elder vampire exposed to direct contact with sunlight. [/QUOTE]
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