Things from my setting

You know, that is weird. I never really thought about that but that's honestly a bizarre design choice.

I looked into it, I guess they did make a vampire spawn template for Pathfinder 1 but it's in a random splat book. Initially I thought it was in 3.5 as I knew I had seen it but apparently it's in the monster codex. Here's the OG template for reference, but it's pretty shite tbh.

Wtf why no one talk or know about it? In all the discussions and even in the AP the vampire spawn is only the CR 4 monster
 

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Wtf why no one talk or know about it? In all the discussions and even in the AP the vampire spawn is only the CR 4 monster
I know right? It seems ludicrous that the vampire spawn was ever just treated as a basic wight more or less before. I guess for brevity, but it seems like a pretty important storytelling tool to just leave out.

Either way I like your version.
 

Inspired by the Garou of World of Darkness setting

Garou CR 17

This muscular creature has a man’s body but the snarling head and fur coat of a wolf.

XP 38,400

Any Lawful Large monstrous humanoid (shapechanger)

Init +10; Senses bloodscent, darkvision 120 ft.; Perception +28

Aura alpha influence (60 ft., +2), delirium (60 ft., DC 22), frightful presence (120 ft., DC 22)

DEFENSE

AC 29, touch 20, flat-footed 23 (+5 deflection, +6 Dex, +9 natural, –1 size)

hp 202 (15d10+120) regeneration 10 (fire or silver)

Fort +17, Ref +20, Will +20

Defensive Abilities beast of legend, ferocity, greater soak, survival instinct; DR 10/silver; Immune charm, compulsion, fear, fatigue; Resistance cold 30; SR 28

OFFENSE

Speed 60 ft.

Melee bite +27 (1d8+13 plus trip), 2 claws +27 (4d10+19/17-20/x2 plus aggravate wounds and bleed)

Space 10; Reach 10 ft.

Special Attacks bleed (2d4), bloodthirsty, feral counter, greater rage 39 rounds/day (+6 Str and Cos, +3 Will, haste, and DR doubled), howl, powerful blows (claws), rage powers (beast totem, greater beast totem, lesser beast totem, no escape), sharp claws

Druid Spells Prepared (CL 13th; concentration +18)

7thheal

6thfind the path, green caress (DC 22), primal regression (DC 22)

5thcall lightning storm (DC 21), commune with nature, cure critical wounds, stoneskin

4thair walk, cure serious wounds, dispel magic, echolocation, freedom of movement

3rdgreater magic fang, protection from energy, speak with plants, transfer regeneration, water breathing

2ndbarkskin, fog cloud, greensight, glide, resist energy, spider climb

1stcharm animal (DC 17), cure light wounds, endure elements, faerie fire, longstrider, speak with animals

0thdetect magic, guidance, light, stabilize

STATISTICS

Str 36, Dex 23, Con 25, Int 19, Wis 22, Cha 20

Base Atk +15; CMB +29; CMD 50

Feats Alertness, Combat Reflexes, Intimidating Prowess, Improved Critical (claws), Improved Initiative, Power Attack, Run, ToughnessB, Skill Focus (survival)

Skills Climb +31, Intimidate +36, Knowledge (nature) +19, Perception +28, Sense Motive +25, Stealth +20, Survival +30 (+37 track a creature taking bleed damage or under his maximum hit points by scent), Swim +31; Racial Modifiers +7 Survival checks for track a creature taking bleed damage or under his maximum hit points by scent

Languages Aquan, Auran, Common, Druidic, Ignan, Sylvan, Terran, Treant

SQ change shape (a specific medium human form or wolf, alter self or beast shape I), pack tactics, trackless step, true child of the moon, umbral travel, wolf empathy +20, woodland stride

ECOLOGY

Environment Any

Organization solitary, pair, or pack (1d4+4)

Treasure standard

When raging, the garou’s statistics are:

AC 32, touch 19, flat-footed 25 (+5 deflection, +6 Dex, +1 dodge, +13 natural, –2 rage, –1 size);

hp 247;

Fort +20, Ref +21, Will +23;

DR 20/silver;

Speed 90 ft.

Melee bite +31 (1d8+16 plus trip), 2 claws +31 (4d10+24/17-20/x3 plus aggravate wounds and bleed)

Special Attacks pounce

Str 42, Con 31; CMB +32; CMD 52;

Skills Climb +34, Intimidate +39, Swim +34

Aggravate Wounds (Su)
The damage a garou deals with its claws inflicts persistent wounds that are difficult to heal with magic and do not heal naturally. Any magical healing must succeed a DC 28 caster level check or the spell does not heal the damage caused by the claw. Success indicates the healing works normally and heal the usual amount. A creature with regeneration can possibly heal such damage, but it must succeed a DC 28 Fortitude save at the start of its turn for that round successfully heal with regeneration the aggravate damage suffered (this apply also to creatures normally to Fortitude save like construct and undead).
Creator’s note: I recommend keeping separate track of claw damage on a creature.

Alpha’s Influence (Su)

A garou exerts influence over allies in the area. Using the alpha’s influence is a swift action. The alpha influence can be used for a number of rounds each day equal to the garou HD (usually 15), but they does not need to be consecutive. A garou can dismiss alpha’s influence with a free action. Alpha’s influence affects all allies within 60 feet (excluding the garou that activate it) who can hear or see the garou. An ally must have an Intelligence score of 3 or higher and be able to understand the garou’s language to gain the bonus. A garou’s influence is dismissed if the garou is dazed, unconscious, staggered, paralyzed, or otherwise unable to be heard, see or understood by its allies. The alpha’s influence lets allies add +2 morale bonus to attack rolls, weapon damage rolls, saving throws, and skill checks.

Beast of Legends (Ex)
A garou’s DR/silver cannot be overcome by weapons that are not silver or mithral, regardless of their enhancement bonus or abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge. A garou in its true form in monster or hybrid form gains immunity to critical hits or precision damages not dealt with silver weapons.
Also a garou adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class.

Bloodscent (Ex)
This works as the scent ability except that a garou multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by ½ its HD (normal x7 for a standard garou). It also gains a bonus equal to ½ its HD on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.

Bloodthirsty (Ex)
On a critical hit with its claws, the target also takes 1 point of Constitution damage as the garou rips off the flesh of the victim.

Delirium (Su)
Garou invokes madness in the unfortunate that see them. Any creature that is not another garou within 60 feet of him that see the garou in its true form must make a DC 22 Will save or become confused for 1d4 rounds. Once a creature succeed his save, he become immune to the delirium of that specific garou for 24 hours. The save DC is Charisma-based.

Feral Counter (Ex)
When a creature damages a garou, the monster can take an attack of opportunity against the creature. The garou must threaten the triggering creature to use this ability. Feral counter can activated only once per round.

Greater Rage (Ex)
A garou gains the greater raga ability of a barbarian, using its HD as its barbarian level, except that it can only enter it while in its true form and in this state its DR /silver is doubled and gains the benefit of an extraordinary haste spell. If the garou has level in barbarian, this limitation is removed. At 2 HD, the garou may select a barbarian rage power, which functions whenever its rage is active. A garou treats its HD as its barbarian level for all purposes related to rage powers. It gains an additional rage power at 4 HD and every 4 HD thereafter. These rage powers cannot be changed once chosen. The garou may select the Extra Rage Power feat. If the garou has level in barbarian, this rage powers are in addition of the base one and are active only while it’s in his hybrid form.

Greater Soak (Ex)
A garou in its true form can try to “soak” any damage it suffer. The garou can only soak physical damage (and not damage from spells, spell-like abilities, or supernatural abilities) and never damage caused by weapons made of silver or a material that allow to overcome DR /silver (like the mithral). After reducing the damage using the DR, the garou rolls 1d20 and adds its Fortitude save bonus and reduce the remaining damage by the total. If the result of the roll is a natural 20, the damage is completely negated. When a garou soak 15 or more damage, it can make a free Intimidate check against all opponents capable of seeing him. This ability can be used at will but only once per round. If the moon is full, this ability can be used an unlimited number of times per round.

Howl (Ex)
As a standard action, a garou’s with a howl strikes fear into all enemies who hear it. This is a sonic effect and doesn’t work in an area of silence or against deafness opponent. All foes within 30 feet who can hear the garou must make a successful DC 22 Will save or become shaken for 5d6 rounds. If a creature fail the save by more of 5, he’s instead frightened for the same duration. This is a fear, mind-affecting, sonic effect. Any creature who succeeds against this ability is immune to the howl ability from the same garou for the next 24 hours. This ability may only affect opponents with fewer Hit Dice or levels than the garou. The save DC is Charisma-based and included a +4 racial bonus.

Pack Tactics (Ex)
Garous are used to living and fighting in pack, and are adept at overwhelm foes with their number. Up to two garou can share the same square at the same time. If two garou threaten the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Sharp Claws (Ex)
A garou claws are extraordinary sharps. They have a base critical threat of 19-20, further improved with Improved Critical, a critical multiplier of x3, and count as adamantine for overcome DR and hardness.

Spellcasting
A garou cast spells as a 13th level druid, except that it select its spells also from the shaman spell list. It does not gains any other druid or shaman class feature.

Survival Instinct (Ex)
If at anytime a garou is reduced to less than 10% of its maximum Hit Points (or if it ever takes damage which exceeds its massive damage threshold), the creature brain reverts to the most basic form of fight or flight: it automatically revert to its true form without consuming actions and cannot use any Charisma–, Dexterity–, or Intelligence–based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration and must chose to or to fight until the end or to flee at the best of its abilities.
If it choose fight it cannot flee the fight in any willing way and this state ends when all foe are kill or incapacitated; regardless, the garou can distinguishes enemies and allies in this state. In this state it automatically activate its rage, even if fatigued or without daily uses remaining. Unlike normal, the rage always remain active until all foe are kill or incapacitated and cannot be terminated in advance from the garou.
If it choose flight, it must flee at the best of its abilities, in this case, the garou cannot make attack or use offensive action but gains a +4 dodge bonus to Armor Class against attacks of opportunity caused when it move out of or within a threatened area, this state work as frightened (this is not mind-affecting or fear and overcome any immunity of the garou) but without the –2 penalty to attack, saving throws, skill and ability checks and ends when the garou is no longer in peril.

True Child of The Moon (Su)
A garou is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the garou gains the benefit of heroism whenever it is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the garou gains the effect of greater heroism and haste rather than heroism, and retains the benefit indoors.

Umbral Travel (Su)
When the moon is full, a garou adjacent to a mirror surface (like a puddle) of its size or larger can enter it as a standard action for travel to any other mirror surface through the edge of the Material Plane where it borders the Plane of Shadow (as shadow walk). The travel can last only for a number of hours up to the garou HD (usually 15), the garou can only leave from a mirror surface as above, and it and the other traveler are not shunted 1d10 x 100 ft. in a random horizontal direction. The garou can take other willing creatures with him equal to its HD. If the garou successfully maintain a grapple while adjacent to an appropriate mirror surface, it can activate this ability as a part of the action of maintain the grapple, taking with him the unfortunate victim.

Wolf Empathy (Ex)
A garou can communicate and empathize with wolves and dire wolves as in under a constant speak with animals spell. It can alter such creatures attitude as for wild empathy of a druid, using its racial HD as its class level.
 

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