A powerful vampiric template created combining the templates
Dread Vampire and
Mythic Vampire and upgrading them. I also have take some ideas from the
Vampire Lord of Corrupting Blood and the
Methuselah of the World of Darkness RPG from the manual
Exalted vs World of Darkness: Revised for its Vitae.
Antediluvian Vampire (CR +9)
“When the stars were young and the oceans still whispered of gods long dead, there were monsters who drank from the blood of the world itself. One of them still walks.”
Antediluvian vampires are among the oldest and most powerful undead beings in existence—vampires who predate mortal memory, empires, or even the rise of some of the gods. Forged in the ancient void between life and unlife, they are not mere undead, but mythic forces of predation, corruption, and enduring will. Having endured for more than 10,000 years, they have passed beyond the limits of conventional vampirism and become icons of eternal hunger—beings so steeped in blood, time, and magic that their very presence blots out hope and light.
These primordial horrors do not lurk in the shadows—they cast them. They remember the fall of civilizations now fossilized into stone, the births of pantheons long forsaken, and they often played a hand in both. To them, modern vampires are children—tools, playthings, or arrogant fools unaware of the leash they wear.
The process of becoming an antediluvian vampire is a rare and terrible ritual, requiring not just time, but sacrifice and a deliberate severing from the world. Only those vampires who have remained undying for more than ten millennia and possess the insatiable will to eclipse death itself can undertake the transformation.
Wielding vast necromantic powers, mythic might, and abilities that bend the laws of mortality, an antediluvian vampire is a world-defining threat—a shadow that hangs over nations, a whisper in the blood of tyrants, or the secret master behind entire bloodlines of lesser undead. They walk without reflections, command legions of spawn, bend minds with a glance, and can blot out the sun itself to stalk the world in full power.
When an antediluvian vampire rises, the land grows quiet, the stars hide, and ancient nightmares awaken.
The link between the dread vampire and the epic nosferatu, antediluvian vampires are terrifying lords of the night.
Creating an Antediluvian Vampire
“Antediluvian Vampire” is an acquired template that can be added to any living creature with an Intelligence score of 5 or higher and 15 or more HD (referred to hereafter as the base creature). A character that has been a methuselah for 10,000 years and has 15 or more HD can replace the methuselah template with the antediluvian vampire template through a blood ritual that consume 300,000 gp of rare materials and require 24 hours to be brought to fruition. An antediluvian vampire uses the base creature’s stats and abilities except as noted here.
CR: As the base creature +9.
Alignment: Any evil.
Type: The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points.
Senses: An antediluvian vampire gains blindsight +60 ft., scent, and the see in darkness special ability.
Armor Class: Natural armor improves by +12.
Hit Dice: Change all of the base creature’s racial HD to d8s.
Defensive Abilities: An antediluvian vampire has
DR 10/epic, good and silver;
immunity to channel energy, cold;
resistance to acid 30, electricity 30, sonic 30; and
fast healing 10, in addition to all of the defensive abilities granted by the undead type. Unlike a normal fast healing, this fast healing can regrow lost portions of the vampire body and it can reattach severed limbs or body parts as for regeneration. Antediluvian vampire also gain the dread rejuvenation and unholy ego abilities.
Immune Channel Energy (Ex)
An antediluvian vampire takes no damage from the channel energy ability, and is not affected by effects that mimic channel energy or are based on the channel energy ability (such as turn undead and command undead) unless it want to be affected.
Dread Rejuvenation (Ex)
Antediluvian vampires are notoriously hard to destroy. If reduced to 0 hit points in combat, an antediluvian vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 3 days or be utterly destroyed. (It can normally travel up to 9 miles in 1 hour.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, and then is no longer helpless and resumes healing at the rate of 10 hit points per round.
Even if an antediluvian vampire is killed, if its remains are bathed in the blood of a creature with the evil or good subtype, it returns to unlife within 1d4 minutes.
The method to permanently destroy an antediluvian vampire is unique to each vampire, and should be created specifically for each different antediluvian vampire by the GM (but they can also be permanently destroyed if they make a mistake in evaluating and try to generate a too powerful dread vampire, see create spawn).
Unholy Ego (Su)
An antediluvian vampire gains a bonus equal to its Charisma bonus (if any) on all saving throws and as a deflection bonus to AC. This does not stack with similar abilities that add the Charisma as untyped bonus to saving throws like the unholy resilience of the antipaladin or the towering ego of the mesmerist.
Weaknesses: Unlike their lesser brethren, garlic, mirrors, holy symbols, invitation, or running water do not affect antediluvian vampires.
Reducing an antediluvian vampire’s hit points to 0 or fewer incapacitates it, but doesn’t always destroy it due its gaseous form ability. However, certain attacks can slay antediluvian vampires, at least temporarily (see dread rejuvenation above). An antediluvian vampire exposed to direct sunlight is staggered and takes 10 hit point of damage at the start of each round until it can get out of the light. While exposed to direct sunlight, the antediluvian vampire does not gain the benefits of fast healing.
Driving a blessed wooden stake through a helpless antediluvian vampire’s heart instantly slays it (this is a full-round action); any other wooden stake has no effect on the antediluvian vampire except for the weapon’s normal damage. If the blessed stake is removed from the antediluvian vampire, the antediluvian vampire comes back to life, unless the vampire’s head is severed, its body and head anointed with holy water, its body sanctified with a
gentle repose spell, and its corpse buried in land under the effects of a
hallow spell.
Speed: If the base creature has both a climb speed and a land speed, the lower of the two increases to match the higher. If it lacks one of those speeds, the antediluvian vampire gains the missing mode of movement at a speed equal to the other. If the base creature lacks both modes of movement, the antediluvian vampire gains both at a speed equal to one-half the base creature’s highest speed.
The antediluvian vampire also gains a fly speed equal to one-half the base creature’s highest speed if it cannot already fly. Its maneuverability class becomes perfect. Flight gained by application of this template is supernatural in nature.
Attacks: The antediluvian vampire gains two claw attacks and a bite if the base creature didn’t have any (1d8 points of damage for a Small vampire, 1d10 points of damage for a Medium one). The claws also gains bleed (1d6). Its natural weapons are treated as epic magic weapons for the purpose of overcoming damage reduction.
Special Attacks: The antediluvian vampire gains energy drain (2 levels, see negative energy focus). Saves DCs are Charisma-based unless otherwise specified.
Blood Drain (Ex)
An antediluvian vampire can suck blood from a grappled opponent; if the antediluvian vampire establishes or maintains a pin, it drains blood, dealing 1d8 points of Constitution damage. The antediluvian vampire heals 10 hit points or gains 10 temporary hit points for 24 hours hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Blood Omen (Su)
A number of times per day equal to its Charisma modifier, but no more than once per minute, as a standard action that provoke attack of opportunity, an antediluvian vampire can drain blood from all creatures within 30 feet. Each creature must succeed at a Fortitude saving throw or be affected by the antediluvian vampire’s blood drain ability. The antediluvian vampire gains the normal benefits of all blood drained in this manner.
Children of the Eclipse (Su)
An antediluvian vampire can command the lesser creatures and undead of the world. At will, an antediluvian vampire can call forth 1d8+4 rat swarms, 1d6+3 bat swarms, or 3d6+6 wolves as a standard action (if the base creature is not terrestrial, this power might summon other creatures of similar power). A number of times a day equal to its HD, as a standard action, it can summon creature of the animal, vermin, or undead type. Each creature summoned must have an Intelligence score of 2 or lower. The antediluvian vampire can summon any combination of creatures so long as their total CR is less than double its own HD and the single creature cannot have a CR higher of its HD. Once per day, the antediluvian vampire can use children of the eclipse to call forth 5d8 ghouls, 1d8 mohrgs, 2d8 shadows, or 1d8 wraiths. Summoned creatures arrive in 2d6 rounds and serve the antediluvian vampire for up to 1 hour.
Create Spawn (Su)
Antediluvian vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. The container is often a coffin because ignorant family members of an antediluvian vampire’s victims often bury their lost loved ones in the traditional manner. When an antediluvian vampire wants to make a specific creature its spawn, however, it often places the body in a specifically designed receptacle, such as an iron box. If an antediluvian vampire’s or vampire’s coffin home is ever destroyed, the vampire cannot reform and is destroyed when it reaches 0 hit points.
Under these conditions, a creature slain by an antediluvian vampire’s blood drain or energy drain attack rises as a standard mythic dread vampire (
dread vampire with the
mythic vampire template) 24 hours after death. If the antediluvian vampire want to generate more powerful spawns, it can take a number of permanent negative levels equal to the HD of the creature slay at the time of its death for returning it as a
methuselah instead of a normal vampire (this negative levels ignore any immunity or protection and cannot be removed in any way short of
wish or
miracle but go away at the rate of 1 per day). If the antediluvian vampire is slay by this negative levels (the creature has a number of HD equal or higher than the antediluvian vampire), the effect backfire as all the energy is drained by the antediluvian vampire, permanently destroying it (as for its unique method capable of overcome dread rejuvenation) and returning the slay creature as an antediluvian vampire instead of a methuselah (without the need to be kept in a coffin home). The new antediluvian vampire automatically gains the control of all the spawn of the previous antediluvian vampire (as if it had created them).
A mythic dread vampire or methuselah created in this manner is under the command of its creator (as
dominate monster) and remains so until either it or the creator is destroyed. A methuselah that become an antediluvian vampire is automatically free. At any given time, an antediluvian vampire may have enslaved dread mythic dread vampire or methuselah totaling no more than ten times its own Hit Dice; spawn created that exceed this limit rise as free-willed creature. A mythic dread vampire or methuselah created enslaved to its creator may create and enslave spawn of its own; thus, a master antediluvian vampire can indirectly control a large number of lesser vampires. An antediluvian vampire may voluntarily free an enslaved spawn in order to enslave a new one, but once freed, the former spawn cannot be enslaved again.
Dominate (Su)
An antediluvian vampire can crush an opponent’s will as a standard action. Anyone the antediluvian vampire targets must succeed on a Will or fall instantly under its influence as though by a
dominate monster spell (caster level equals antediluvian vampire’s character level). The ability has a range of 60 feet and is a mind-affecting effect.
Eclipse (Su)
An antediluvian vampire can once per day blot out the power of the sun in a 10-miles radius as a move action by expending a use of Mythic Power. In this area, for 1 hour, the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. Eclipse automatically dispel any light spell of spell level lower than 1/3 the antediluvian vampire HD.
Mist Shapes (Su)
An antediluvian vampire can summon and sculpt mist into realistic shapes as the
major image spell (CL equal to the antediluvian vampire’s total Hit Dice). A shape created in this way lasts for as long as the antediluvian vampire can see and concentrate upon it. In areas of particularly dense mist, this ability functions as
mirage arcana instead of
major image (CL equal to the antediluvian vampire’s total Hit Dice).
Negative Energy Focus (Su)
An antediluvian vampire’s energy drain ability triggers once per successful melee attack with melee weapons or natural attacks, up to a maximum of once per round for every 4 HD the vampire has (minimum of 1, to a maximum of 10 at 40 HD).
Telekinesis (Su)
As a standard action, an antediluvian vampire can use
telekinesis (CL equal to the antediluvian vampire’s total Hit Dice) without the maximum weight limit of 375 pounds at 15th level.
Spell-like Abilities:
Constant—
true seeing,
unseen servant;
3/day—
darkness,
dispel magic,
fog cloud,
haste;
1/day—
astral projection,
create greater undead,
deeper darkness,
destruction,
dimension door,
greater dispel magic,
energy drain,
overwhelming presence.
Caster level equals antediluvian vampire’s total Hit Dice. All DCs are Charisma-based.
Special Qualities: The antediluvian vampire retains all the base creature’s special qualities and gains those described here.
Change Shape (Su)
As a standard action, an antediluvian vampire can assume the shape of any kind of creature. This ability otherwise functions as
shapechange, except that the antediluvian vampire does not adjust its ability scores and can remain in this form until it assumes another or until the next sunrise.
Gaseous Form (Su)
As a standard action, an antediluvian vampire can assume
gaseous form at will (caster level equal to the antediluvian vampire’s total Hit Dice), but can remain gaseous indefinitely and has a fly speed of 40 feet with perfect maneuverability.
Hibernation (Ex)
An antediluvian vampire can enter a state of voluntary hibernation. While in hibernation, it can take no actions, is helpless, and its fast healing ability ceases to function. The antediluvian vampire also appears dead to most observers, though a successful Heal check DC 10 + antediluvian vampire HD + its Charisma modifier reveal its undead nature. Magical abilities, such as the
deathwatch or
detect undead spells, or magical senses like lifesense or spiritsense, automatically reveal the ruse. If it is jostled or damaged while hibernating, an antediluvian vampire can attempt a DC 35 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. An antediluvian vampire can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, the antediluvian vampire needs only 1d3 rounds to rouse itself, with no Will saving throw necessary.
Mastermind (Su)
An antediluvian vampire can see, hear, and speak through the body of a creature it has dominated or one of its spawn and can communicate telepathically with it. The antediluvian vampire can use this ability indefinitely on one creature at a time, as long as it and the creature under its control or spawn remain on the same plane. An antediluvian vampire using this ability can’t move, but is still aware of its surroundings and can end this ability as a free action.
Mythic (Ex)
An antediluvian vampire has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. It does not gains any other mythic ability, feat, or traits. An antediluvian vampire must select one of the following options.
Vampire Caster: An antediluvian vampire can use any of its spells and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.
Vampire Fighter: When an antediluvian vampire expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require it to expend any additional uses of Mythic Power to use this ability.
See Through Blood (Su)
An antediluvian vampire, when use its blood drain attack, can see into a being’s past and learn his history. The target must make a Will save (DC 10 + ½ antediluvian vampire HD + its Charisma modifier) or have his entire history become known to the antediluvian vampire. The antediluvian vampire can attempt to discern an individual’s history any number of times, but each time the target successfully save against this ability, he gains, for a week, a cumulative +4 circumstance bonus on his next save against this ability. Each successful save reset the week duration. This is a mind-affecting affect but immunity against it instead give only a +8 racial bonus on the save.
Shadowless (Ex)
An antediluvian vampire casts no shadows and shows no reflection in a mirror.
Swarm Shape (Su)
As a standard action, an antediluvian vampire can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The antediluvian vampire gains the swarm attack and extraordinary special attacks of the swarm it has transformed into. While in swarm form, an antediluvian vampire can’t use its natural weapons or any of its special attacks. It retains all its other abilities, counts as an undead creature, and can use any of the swarm’s abilities and defenses. It can remain in swarm form until it assumes another form or until the next sunrise. This is a polymorph effect.
Tenuous Existence (Su)
An antediluvian vampire can pass through solid objects (like walls, doors, ceilings, and floors) using its fly speed as if they weren't there. If it end its inside a solid object, it takes 6d6 points of damage which ignore damage reduction and is shunted in the nearest open space.
Uncanny Climber (Su)
An antediluvian vampire can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a
spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.
Vitae (Var.)
An antediluvian vampire has a blood pool that can store a number of points at the same time up to ½ its HD + its Charisma modifier. An antediluvian vampire can only gains blood points by using blood drain or any ability that works as it (like blood omen, or the blood for the blood god or sanguine storm vitae). Every time that it use such ability successfully, it gains one point for each creature affected (usually one with normal blood drain, or multiple with blood omen or the blood for the blood god; this cannot increase its current blood points above its maximum). An antediluvian vampire can spend one or more points for activate the following abilities, called vitae. An antediluvian vampire gains a single vitae at 7 HD and one more every 7 HD thereafter. An antediluvian vampire can sacrifice feats for gain vitae: for every 6 feats sacrificed it gains a new one. If a vitae specify a new or additional effect by spending more blood points, the effect are cumulative (or substitutes) with the minor versions and the number of additional uses required for the augmented version includes the base blood points necessary to activate the minor versions.
Abilities: Str +12, Dex +10, Int +8, Wis +8, Cha +10. As an undead creature, an antediluvian vampire has no Constitution score.
Feats: An antediluvian vampire gains Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats.
Skills: An antediluvian vampire receives a +12 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks. Bluff, Perception, Sense Motive, and Stealth are always class skills for an antediluvian vampire.