New Vampire Template

dante58701

Banned
Banned
Sanguinarian Host (Template)

The Sanguinarian Host are what could be called the ‘first’ or ‘elder’ vampires since their kind originally began to spread the curse hundred of millions of years ago. Like many undead, the Sanguinarian Host draws its origins to demonic activity. The Sanguinarian Host is the epitome of the vampire race and even the most powerful vampire lords fear and respect the undead abomination from the abyssal realms.

Creating a ‘Sanguinarian Host’

“Sanguinarian Host” is a template that can be added to any humanoid or monstrous humanoid (hereafter referred to as the “base creature”). A Sanguinarian Host can speak any language they knew in life and automatically gain Abyssal as a language.

Size and Type: The base creature's size remains unchanged. The base creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points.

Hit Dice: Increase all current and future hit dice to d12. A Sanguinarian Host uses it's charisma score when determining it's bonus hit points, rather than the constitution score it no longer possesses.

Speed: A Sanguinarian Host's base speed is tripled. Additionally they acquire a burrowing speed equal to half their base speed and a flying speed equal to ten times their base speed, with a maneuverability of perfect.

Armor Class: A Sanguinarian Host gains +18 natural armor. They also add their charisma modifier to armor class in the form of a deflection bonus and their wisdom modifier in the form of an insight bonus.

Attack: A Sanguinarian Host gains two slam attacks per round if it lacks a weapon. They also gain a secondary bite attack.

Full Attack: A Sanguinarian Host fighting without weapons uses either its claw attack, slam attack, or its bite attack. If armed with a weapon, it usually uses the weapon as its primary attack along with a bite attack as a natural secondary attack, provided it has a way to make that attack.

Damage: A without a weapon deals 2d6 points of damage with each successful claw attack or slam attack, plus the impressive strength modifier it will undoubtfully have. In addition to the physical damage, the Sanguinarian Host deals 2d4 negative levels with each successful claw attack or slam attack. A Fortitude save (DC = 10 + 1/2 theSanguinarian Host’s levels + Cha modifier) for each negative level gained is allowed 24 hours after being inflicted. A failed save means the negative level results in an permanent level loss. The blood king’s bite attack deals 2d8 points of piercing damage and drains 4d4 points of constitution from the bitten victim permanently or until restored through divine magic.

Special Attacks: A Sanguinarian Host retains all the previous special attacks of the character and gains the following. The save DC for all abilities is DC 10 + half character level + Cha modifier.

Blood Drain (Ex): With a successful grapple attack, A Sanguinarian Host can feed off a subject automatically each round. Any creature damaged the bite takes 4d4 points of permanent constitution damage as the Sanguinarian Host devours blood and soul.

Consume The Living (Su): When activated, this ability destroys all living creatures within 100' that fail a Will save. For every living creature killed this way, the Sanguinarian Host gains 1d8 hit points and a +1 bonus to strength for the remainder of the night.

Consume Undead (Su): When activated, this ability destroys all undead creature within 100' that fail a Will save. For every undead creature killed this way, the Sanguinarian Host gains 1d8 hit points and a +1 bonus to strength for the remainder of the night.

Control Weather (Su): The Sanguinarian Host can control the weather, as the spell, as a free action, at will.

Children Of The Night (Su): Sanguinarian Hosts can command the lesser creatures of the world and, at will, can call forth 5d10 dire bats, dire rats, or wolves, a swarm of 10d10x10 bats or rats, or a pack of 5d6 dire wolves as a free action. These creatures arrive in 1 round and serve the Sanguinarian Host indefinately.

Entropic Flame (Su): As a full round action, a Sanguinarian Host may cause the spiritual essence of 1 creature per it's level to explode outward like flames across their body. This causes 1d6 points of divine damage per level of the Sanguinarian Host. Each victim receives a Fortitude save for half damage. The Sanguinarian Host can perform this ability once per day plus an additional time per day for each point of charisma modifier.

Draining Webs (Ex, Su): As the webspinning spider ability, except the webs created by this effect also cause anyone caught in them to become exhausted if a Fortitude save is failed. A Reflex save is allowed to avoid the webbed area entirely. A Sanguinarian Host can spin these webs, as a free action, at will, via spinnerets concealed in the underside of either wrist. A Sanguinarian Host tends to leave webs everywhere as traps.

Energy Drain (Su): The Sanguinarian Host’s claw attack or slam attack deals 2d4 negative levels. A Fortitude save is allowed for the drained creature per negative level attained 24 hours after the fact. A failed save indicates an actual level was lost.

Mass Domination (Su): Like a normal vampire, except a Sanguinarian Host can affect twice their hit dice in living creatures and/or undead that are within 100 ft. of themselves. In order for this to work, a creature must be able to hear the Sanguinarian Host as they speak (but not necessarily have to understand). A Will save is permitted to negate the control. Creatures who succeed are still considered staggered for 1d4 minutes after the experience.

Sanguinarian Feast (Su): A Sanguinarian Host automatically slays and consumes the blood of any creature with 10 hp or less within 30 ft. that fails a Fort save. The Sanguinarian Host, sensing the weakness of a victim, pulls forth powerful magic to feast on the blood of the dead, dying, or weak (only those creatures damaged through combat are effected. Creatures with 10 or less hit points at full health do not automatically die). For every creature slain in this manner, a Sanguinarian Host gains 1d8 hit points and a +1 bonus to strength for the remainder of the night. The Sanguinarian Host may simply choose to not allow this if he does not desire to slay any victims at the moment, preventing this ability from functioning does not count as an action, as the Sanguinarian Host is merely restraining himself.

Summon Undead (Su): The Sanguinarian Host, as a free action once per round, can summon any undead that can be created by the Animate Dead, Create Undead, and the Create Greater Undead spells. They can summon and control up to one hundred times their hit dice in undead at any one time with this ability, in addition to any vampires they may have created with their Create Spawn ability.

Special Qualities: A Sanguinarian Host has all the special qualities of the base character plus the following.

Celerity (Ex): Sanguinarian Hosts are always under the effects of a Haste spell. Additionally, all allied undead within 100 miles benefit from this hastened nature.

Create Spawn (Su): Like a normal vampire, a Sanguinarian Host can choose to create a spawn if they kill a living subject with their energy drain ability or their blood drain ability. However, unlike mundane vampires, all spawn created by a Sanguinarian Host are treated as full vampires lords rather than simple spawn despite their hit dice or levels at the time of death. Additionally, a Sanguinarian Host can sacrifice 1d4 hit points permanently at the time of creation to create another Sanguinarian Host. Neither vampire lords nor Sanguinarian Hosts are created unless the Sanguinarian Host wants to create them.

Gaseous Form (Ex): As a free action, a Sanguinarian Host can assume gaseous form at will, as the spell, except, the duration is indefinite and the form has a fly speed equal to ten times their base speed, with a maneuverability of perfect.

Shapeshifter (Su): A Sanguinarian Host can freely attain the form and abilities of any creature he has slain using his Sanguinarian Feast ability or slam attack, or who he has fed off of. Treat this as Shapechange spell cast by a sorcerer equal in level to the Sanguinarian Host.

Swarm Form (Ex): When brought to 0 hp (or whenever they choose for this to occur, as a free action), the Sanguinarian Host’s body breaks up into a massive swarm of night creatures (ravens, bats, vultures, etc. depending upon the Sanguinarian Host's personal whims and/or desires – one such creature per hit point the Sanguinarian Host would possess were they unharmed). These creatures each have the standard vampire template and the entire swarm functions as a single creature that is immune to all damage, including that dealt by greenwood. Damage to individual creatures is healed as quickly as it is dealt. The Sanguinarian Host reforms after the next sunset (or when they chooses to if they have purposely assumed this form). Individual creatures may assume alternate or even gaseous form as per the standard vampire template they possess but do not assume gaseous form when brought to 0 hit points as they cannot be individually destroyed by any means. Should even a single member of the swarm be captured the Sanguinarian Host cannot reform until that member of the swarm escapes or is reclaimed by the Sanguinarian Host.

Spider Climb (Ex): A Sanguinarian Host can climb sheer surfaces as though with a spider climb spell, except, he moves at his normal speed.

Regeneration (Ex): A Sanguinarian Host is immune to subdual damage. All damaged dealt to the Sanguinarian Host is considered subdual unless the damage is caused by greenwood. Damage from these sources cannot be regenerated and must be healed in other ways. A Sanguinarian Host can reattach limbs simply by holding them to the area from which they were removed.

Undead are immune to subdual damage and since all damage, except the specified damage types, is considered subdual damage the Sanguinarian Host is assumed to have ignored all other damage types. Additionally the regenerative property allows for the regrowth of lost or severed body parts and limbs, so it's not exactly a useless ability, although it is very powerful considering the rules regarding regeneration , subdual damage, and undead.

Damage Reduction (Ex): A Sanguinarian Host gains damage reduction equal to half their hit dice/epic and green wood. This means epic weapons or stakes made from wood that has been cut within the last 24 hours from the parent tree bypass the Sanguinarian Host’s damage reduction, while ordinary greenwood must bypass their damage reduction.

Spell Resistance (Ex): A Sanguinarian Host gains spell resistance equal to 10 + their total combined levels.

Immunities (Ex): Sanguinarian Hosts are immune to all attempts at turning, as are any allied undead within 100miles of them. Additionally, Sanguinarian Host are not susceptible to normal vampire vulnerabilities and weaknesses, Sanguinarian Hosts instead have their own unique weakness described below. They still have no reflection or shadow and may be detected as being vampires due to this.

Virtual Size Categories (Ex): Sanguinarian Hosts have one virtual size category, this is accounted for in all their statistics. This virtual size category does not increase their weight due to their supernatural nature.

Weaknesses (Ex): Sanguinarian Hosts that take a stake to the heart made of green wood (freshly cut) lose one fifth of their hit points and are stunned for 1d4 rounds. It is only while they are so stunned that they may be paralyzed by severing their head with a slashing weapon made of greenwood. If this occurs they do not assume their swarm form, instead they are rendered powerless and may be destroyed by burning their now vulnerable remains in a fire fueled by greenwood, then stuffing their resultant ashes in the heart of the same tree that the greenwood was cut from. Once the Sanguinarian Host has been destroyed in this manner they cannot be restored to their former glory until that particular tree has died. Once that tree has died a miracle or a wish may restore the Sanguinarian Host. If any of these steps are missed, the Sanguinarian Host is forced into Swarm Form during the following dawn and reforms normally thereafter, albeit a bit wiser for having survived the ordeal. Sanguinarian Hosts kill individuals that are aware of how to destroy them, hunting them above all others. It is important to note that Sanguinarian Hosts despise treants, as treants are made of greenwood. If there are creatures they fear, it would be them.

Saves: Same as character. Additionally Sanguinarian Hosts receive a bonus to their saving throws equal to their charisma modifier.

Abilities: +15 Str, +15 Dex, +15 Int, +15 Wis, +15 Cha. Being undead, a Sanguinarian Host has no constitution score.

Feats: Sanguinarian Hosts gain Alertness, Combat Reflexes, Dark Speech, Dodge, Improved Initiative, Iron Will, Leadership, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Skills: Sanguinarian Hosts have a +10 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Organization: Solitary or clan (1 Sanguinarian Host + 2d6 vampire lords + 3d4 vampires)

Environment: Same as character.

Alignment: Always evil

Challenge Rating: As as character +25

Level Adjustment: +35

Advancement: Same as character

Treasure: Triple coins, triple goods, triple items.









This vampire template was inspired by the plethora of vampire template Ive encountered online. These vampires are intended to rule over all other vampires, as well as entire worlds.
To those vampire template creators out there, thankyou for the inspiration. Im unsure about the challenge rating and level adjustments but Im sure Im close. I invite other to post their on variants. I always love seeing new vampire ideas.
 

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