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<blockquote data-quote="Obly99" data-source="post: 9251020" data-attributes="member: 7035194"><p>A powerful vampiric template created combining the templates <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/dread-vampire-cr-3/" target="_blank">Dread Vampire</a> and <a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-vampire/" target="_blank">Mythic Vampire</a> and upgrading them. I also have take some ideas from the <a href="https://pathfinderunlocked.tumblr.com/post/707574628919476224/vampire-lord-of-corrupting-blood-cr12-undead" target="_blank">Vampire Lord of Corrupting Blood</a> and the <a href="https://whitewolf.fandom.com/wiki/Methuselah" target="_blank">Methuselah</a> of the World of Darkness RPG from the manual <a href="https://holdenshearer.wordpress.com/2021/10/26/exalted-vs-world-of-darkness-revised/" target="_blank">Exalted vs World of Darkness: Revised</a> for its Vitae.</p><p></p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Antediluvian Vampire (CR +9)</span></strong></p><p></p><p>The link between the dread vampire and the epic nosferatu, antediluvian vampires are terrifying lords of the night.</p><p></p><p style="text-align: center"><strong>Creating an Antediluvian Vampire</strong></p><p>“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 dread vampire for 10,000 years and has 15 or more HD can replace the dread vampire 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.</p><p></p><p><strong>CR:</strong> As the base creature +9.</p><p></p><p><strong>Alignment:</strong> Any evil.</p><p></p><p><strong>Type:</strong> The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points.</p><p></p><p><strong>Senses:</strong> An antediluvian vampire gains blindsight +60 ft., scent, and the see in darkness special ability.</p><p></p><p><strong>Armor Class:</strong> Natural armor improves by +12.</p><p></p><p><strong>Hit Dice:</strong> Change all of the base creature’s racial HD to d8s.</p><p></p><p><strong>Defensive Abilities:</strong> An antediluvian vampire has <strong>DR</strong> 10/epic, good and silver; <strong>immunity</strong> to channel energy, cold; <strong>resistance</strong> to acid 30, electricity 30, sonic 30; and <strong>fast healing</strong> 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.</p><p></p><p><strong>Immune Channel Energy (Ex)</strong></p><p>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.</p><p></p><p><strong>Dread Rejuvenation (Ex)</strong></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p><strong>Unholy Ego (Su)</strong></p><p>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.</p><p></p><p><strong>Weaknesses:</strong> Unlike their lesser brethren, garlic, mirrors, holy symbols, invitation, or running water do not affect antediluvian vampires.</p><p>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.</p><p></p><p>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 <em>gentle repose</em> spell, and its corpse buried in land under the effects of a <em>hallow</em> spell.</p><p></p><p><strong>Speed:</strong> 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.</p><p>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.</p><p></p><p><strong>Attacks:</strong> 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).</p><p></p><p><strong>Special Attacks:</strong> The antediluvian vampire gains energy drain (2 levels, see negative energy focus). Saves DCs are Charisma-based unless otherwise specified.</p><p></p><p><strong>Blood Drain (Ex)</strong></p><p>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.</p><p></p><p><strong>Blood Omen (Su)</strong></p><p>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.</p><p></p><p><strong>Children of the Eclipse (Su)</strong></p><p>An antediluvian vampire can command the lesser creatures and undead of the world. Once per hour, an antediluvian vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action (if the base creature is not terrestrial, this power might summon other creatures of similar power). Once per day, the antediluvian vampire can use children of the eclipse to call forth 3d8 ghouls, 1d6 mohrgs, 2d6 shadows, or 1d6 wraiths. Summoned creatures arrive in 2d6 rounds and serve the antediluvian vampire for up to 1 hour.</p><p></p><p><strong>Create Spawn (Su)</strong></p><p>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.</p><p>Under these conditions, a creature slain by an antediluvian vampire’s blood drain or energy drain attack rises as a standard vampire (moroi) or vampire spawn (moroi if the creature has 5 or more HD, vampire spawn if less) 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 dread vampire instead of a normal vampire (this negative levels ignore any immunity or protection and cannot be removed in any way short of <em>wish</em> or <em>miracle</em> 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 dread vampire (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).</p><p>A vampire, vampire spawn, or dread vampire created in this manner is under the command of its creator (as <em>dominate monster</em>) and remains so until either it or the creator is destroyed. A dread vampire that become an antediluvian vampire is automatically free. At any given time, an antediluvian vampire may have enslaved vampires, vampire spawns, or dread vampires totaling no more than ten times its own Hit Dice; spawn created that exceed this limit rise as free-willed vampires, vampire spawns, or dread vampires. A vampire or dread vampire 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 vampire or dread vampire in order to enslave a new one, but once freed, the former spawn cannot be enslaved again.</p><p></p><p><strong>Dominate (Su)</strong></p><p>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 <em>dominate monster</em> spell (caster level equals antediluvian vampire’s character level). The ability has a range of 60 feet and is a mind-affecting effect.</p><p></p><p><strong>Eclipse (Su)</strong></p><p>An antediluvian vampire can once per day blot out the power of the sun in a 1-mile radius as a move action by expending a use if 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.</p><p></p><p><strong>Mist Shapes (Su)</strong></p><p>An antediluvian vampire can summon and sculpt mist into realistic shapes as the <em>major image</em> 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 <em>mirage arcana</em> instead of <em>major image</em> (CL equal to the antediluvian vampire’s total Hit Dice).</p><p></p><p><strong>Negative Energy Focus (Su)</strong></p><p>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).</p><p></p><p><strong>Telekinesis (Su)</strong></p><p>As a standard action, an antediluvian vampire can use <em>telekinesis</em> (CL equal to the antediluvian vampire’s total Hit Dice) without the maximum weight limit of 375 pounds at 15th level.</p><p></p><p><strong>Spell-like Abilities:</strong></p><p><strong></strong></p><p><strong>Constant</strong>—<em>true seeing</em>, <em>unseen servant</em>;</p><p></p><p><strong>3/day</strong>—<em>darkness</em>, <em>dispel magic</em>, <em>fog cloud</em>, <em>haste</em>;</p><p></p><p><strong>1/day</strong>—<em>astral projection</em>, <em>create greater undead</em>, <em>deeper darkness</em>, <em>destruction</em>, <em>dimension door</em>, <em>greater dispel magic</em>, <em>energy drain</em>, <em>overwhelming presence</em>.</p><p></p><p>Caster level equals antediluvian vampire’s total Hit Dice. All DCs are Charisma-based.</p><p></p><p><strong>Special Qualities:</strong> The antediluvian vampire retains all the base creature’s special qualities and gains those described here.</p><p></p><p><strong>Change Shape (Su)</strong></p><p>As a standard action, an antediluvian vampire can assume the shape of any kind of creature. This ability otherwise functions as <em>shapechange</em>, 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.</p><p></p><p><strong>Gaseous Form (Su)</strong></p><p>As a standard action, an antediluvian vampire can assume <em>gaseous form</em> 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.</p><p></p><p><strong>Hibernation (Ex)</strong></p><p>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 <em>deathwatch</em> or <em>detect undead</em> 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.</p><p></p><p><strong>Mastermind (Su)</strong></p><p>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.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>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.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Vampire Caster:</em> 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.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Vampire Fighter:</em> 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.</p> </li> </ul><p></p><p><strong>See Through Blood (Su)</strong></p><p>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.</p><p></p><p><strong>Shadowless (Ex)</strong></p><p>An antediluvian vampire casts no shadows and shows no reflection in a mirror.</p><p></p><p><strong>Swarm Shape (Su)</strong></p><p>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.</p><p></p><p><strong>Tenuous Existence (Su)</strong></p><p>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.</p><p></p><p><strong>Uncanny Climber (Su)</strong></p><p>An antediluvian vampire can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a <em>spider climb</em> 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.</p><p></p><p><strong>Vitae (Var.)</strong></p><p>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.</p><ul> <li data-xf-list-type="ul"><em>Ancient Blood Sorcery (Sp):</em> An antediluvian vampire can spend blood points for cast a spell from its spell list as a spell-like ability with caster level equal to its caster level for such spellcasting class. If the antediluvian vampire has multiple spellcasting class, it can cast spell-like abilities from all of them, but at different caster level (based on its caster level for the actual class). If the spell is present in multiple spell lists available, the antediluvian vampire chose which level replicate based on the points spend (eg. a vampire multiclass druid/wizard can cast <em>fire trap</em> as a 2nd level spell from the druid by spending 2 blood points or as a 4th level spell from the wizard by spending 4 blood points once it reach 8 HD).The number of blood points are equal to the spell level. The antediluvian vampire cannot use this vitae for cast a spell with a level higher than ½ its HD. Unlike a normal spell-like ability, the antediluvian vampire must provide any focus or material component with a cost higher than 1 gp. If the antediluvian vampire has the spellstrike feature, it may combine this feature with it if the spell-like ability meets the prerequisites (generally range touch and present in the magus spell list).<br /> <em>Prerequisite:</em> The antediluvian vampire must be able to cast spells (must have the spellcasting class feature) for select this vitae.</li> <li data-xf-list-type="ul"><em>Antediluvian Resistance (Ex):</em> An antediluvian vampire can spend one blood point as a swift action to gain resistance to fire and positive energy 30 for 24 hours. If it spend 3 blood points it also lose its weakness to sunlight for the duration.</li> <li data-xf-list-type="ul"><em>Aspect of the Predator (Ex):</em> An antediluvian vampire can spend one blood point as a swift action for gain the benefit of the Improved Critical for all its natural weapons for 1 minute. If it spend 3 blood points its bleed special attack increase to 1d8 for the duration. If it spend 5 blood points it also gains pounce for the duration.</li> <li data-xf-list-type="ul"><em>Bloated with the Blood of Nations (Ex):</em> An antediluvian vampire multiply x2 its maximum hit points but permanently reduce its maximum blood pool by 5. This hp multiplies does not stack with other effects that multiply the maximum hp. If it spends 1 blood point as a swift action it gains light fortification (25%) and DR 5/– until the start of its next turn. If it spends 3 blood points it gains instead fortification (50%) and DR 10/– for 1 minute.</li> <li data-xf-list-type="ul"><em>Blood Cult:</em> An antediluvian vampire can grant divine spells to those who follow its cause, allowing them to select itself as their deity for the purposes of determining their spells and domains. Select 3 domains and up to 3 subdomains. These domains must be alignment domains matching its alignment if possible, unless its alignment is true neutral. The antediluvian vampire grant access to these domains and subdomains plus the Blood subdomain as if it is a deity (if it does not have the War domain, select one of the 3 domains, its followers can modify that domain with the Blood subdomain). This does not require any specific action on the antediluvian vampire’s behalf. Creatures that gain spells from the antediluvian vampire receive spells per day of levels up to 7; they don’t lose spell slots of a higher level, but cannot prepare true spells of 8 or higher level in it, only spells of a lower level (including ones with metamagic apply to them). As long at least 1 creature worship it, the antediluvian vampire lose its sunlight weakness and regain 1d4 blood points each hour.</li> <li data-xf-list-type="ul"><em>Blood for the Blood God (Su):</em> At the end of each turn, every opponent within 25 ft.+5 ft./2 HD of the antediluvian vampire that is currently suffering bleed damage is automatically subject to the vampire blood drain ability (Fortitude DC 10 + ½ HD + its Charisma modifier negate) as their blood streams out of their wounds and into the ancient vampire’s gaping maw. The vampire can chose to exclude creatures from this effect. This effect permanently reduce its maximum blood pool by 3.</li> <li data-xf-list-type="ul"><em>Blood Rites of the Ancients (Su):</em> The antediluvian vampire can perform an occult ritual of one minute once per day that allows him to quickly recover blood points for its pool. The vampire recovers 1d4+4 blood points.</li> <li data-xf-list-type="ul"><em>Brother to Jackals, Companion to Owls (Su):</em> At the beginning of each turn, a swarm or pack of animals or vermins appears (antediluvian vampire choice), as for the children of the eclipse ability but it permanently reduce its maximum blood pool by 3. Wolves might coalesce from the shadows, or snakes constantly drip from the ceiling. Swarms generated with this ability can only have a maximum CR of 4 while packs (2d6 creatures) can only be composed by animals/vermins of CR 1 or less. A vampire can only have a number of swarm/pack at the same time equal to its Charisma modifier.</li> <li data-xf-list-type="ul"><em>Call of the Damned (Su):</em> An antediluvian vampire can spend 2 blood points as a swift action for calls forth a small legion of tormented spirits that attack its enemies in a 30 ft. area around him for 1 minute. Opponents in the area take 4d6 negative energy damage each round at the start of their turn, and if they fail a Will saving throw (DC 10 + ½ HD + its Charisma modifier), they are slowed (as for <em>slow</em>) as long they remain in the area and for 1d4 rounds thereafter. The save must be repeated each round they are in the area. This negative energy cannot heal undead or living creature with negative energy affinity. If it spend 4 blood points the area increase to 60 ft. radius and the damage to 6d6.</li> <li data-xf-list-type="ul"><em>Celerity (Su):</em> An antediluvian vampire can spend one blood point as a swift action for gain the benefit of a supernatural <em>haste</em> and <em>blur</em> until the start of its next turn. If it spend 3 blood points instead gains the benefit of <em>mythic haste</em> and <em>displacement</em> plus the evasion ability of a monk. If it spend 5 blood points the effect last for 1 minute, gains improved evasion as a monk instead of evasion, and it also gains the Run feat as a bonus feat for the duration.</li> <li data-xf-list-type="ul"><em>Cloak of Night (Su):</em> An antediluvian vampire can spend one blood point as a swift action for gain the effect of an<em> invisibility</em> spell for 1 minute. If it spend 3 blood points this work as <em>greater invisibility</em> instead and the duration increase to 1 minute/HD. If it spend 5 blood points it also block sentient creatures from perceive him as a danger for 24 hours. All creatures with an Intelligence score of 3 or higher that see, hear, or perceive the antediluvian vampire in any way must make a Will saving throw (DC 10 + ½ HD + its Charisma modifier) to recognize the antediluvian vampire for what it truly it is rather than whichever acceptable and inoffensive alternative their mind might have made up in its stead. While affected, they aren't sure of who or what they are seeing or even talking to. When they no longer perceive the antediluvian vampire, they cannot recall what it looked like. Those who aren't hostile to the antediluvian vampire generally do not notice it unless it interacts with them or their belongings. The antediluvian vampire may also move through their space freely as they move aside to let it pass without realizing it, even if they can't see it. Creatures in this range with CR (or level for creatures without CR) minor than ½ the antediluvian vampire's HD automatically fail this save. Any action from the antediluvian vampire that would normally disrupt an <em>invisibility</em> spell also break this effect.</li> <li data-xf-list-type="ul"><em>Commander of the Undead Legion (Sp):</em> An antediluvian vampire can spend 3 blood points for cast <em>summon undead I</em> as a spell-like ability with caster level equal to its HD. At 3 HD and every two HD thereafter this upgrades to a <em>summon undead</em> spell of one level higher. <em>Summon undead</em> work as a <em>summon monster</em> spell except that the duration is 1 min./level and the antediluvian vampire does not summon from the classic list: it can only summon all the creatures with the undead type with a CR appropriate to the spell level (see below).<br /> <br /> <p style="text-align: left"><em>Summon Undead I</em>: CR ½ or less<br /> <br /> <em>Summon Undead II</em>: CR 1<br /> <br /> <em>Summon Undead III</em>: CR 2<br /> <br /> <em>Summon Undead IV</em>: CR 3 or 4<br /> <br /> <em>Summon Undead V</em>: CR 5 or 6<br /> <br /> <em>Summon Undead VI</em>: CR 7 or 8<br /> <br /> <em>Summon Undead VII</em>: CR 9 or 10<br /> <br /> <em>Summon Undead VIII</em>: CR 11 or 12</p> <br /> <em>Summon Undead IX</em>: CR 13 or 14<br /> <br /> <em>Summon Undead X</em>: CR 15 or 16; the progression continue with a constant progression</li> <li data-xf-list-type="ul"><em>Crimson King Hypnosis (Su):</em> Everyone who can see or hear the antediluvian vampire must save against its dominate ability, except that the save DC is reduced by 4 and it permanently reduce its maximum blood pool by 3. Once a creature succeed against this ability become immune to Crimson King Hypnosis from the same antediluvian for 24 hours (but not to its normal dominate). If it spends 1 blood point as a swift action the DC is no longer reduced by 4 until the start of its next turn. If it spends 7 blood points all the creatures that have already succeed the save are again vulnerable to Crimson King Hypnosis as if 24 hours have passed.</li> <li data-xf-list-type="ul"><em>Curse of Eternal Sorrow (Su/Sp):</em> An antediluvian vampire can spend 1 blood point as a standard action to curse a creature affected by its blood drain in the last 24 hours, no matter the distance. The victim must succeed to a Will saving throw (DC 10 + ½ HD + its Charisma modifier) or be subjected to a <em>major curse</em> spell (CL equal to the vampire HD). If it spends 3 blood points the effect instead work as <em>greater bestow curse</em>. If it spends 5 blood points it cast cast <em>curse of fell season</em>, <em>curse of night</em>, <em>cursed earth</em>, and <em>supreme curse terrain</em> as spell-like abilities with caster level equal to its HD.</li> <li data-xf-list-type="ul"><em>Dancing Under the Sun (Ex):</em> An antediluvian vampire lose its weakness to sunlight but permanently reduce its maximum blood pool by 2. It can also have any alignment, becoming a grey creature like any mortal living creature. The antediluvian vampire has the same alignment it has in life (any action can alter its alignment as usual). An antediluvian vampire with this vitae is based on positive energy instead of negative energy: it interact with positive and negative energy as a living creature. A <em>cure</em> spell or channel positive energy (heal living) heal the antediluvian vampire while <em>inflict </em>and channel negative energy (damage living) damage it. A channel positive energy (damage undead) or channel negative energy (heal undead) has no effect on the antediluvian vampire. If it has Antediluvian Resistance, the vitae give resistance to negative energy instead of positive. Any dhampir generated by a vampire with this vitae has automatically the Dayborn alternative racial trait.</li> <li data-xf-list-type="ul"><em>Gift of Suffering (Su):</em> An antediluvian vampire can spend 2 blood points as a standard action to transfer all of his current damage to a progeny or another vampire that descend from itself in some way that is within 25 ft.+5 ft./2 HD of itself. This cannot transfer more damage than the selected “sacrifice” actual hit points. A vampire slay with the damage transferred with this ability is permanently destroyed (thus is not reduced to <em>gaseous form</em> for return to his coffin). If it spends 4 blood points the range increase to 100 ft.+10 ft./HD and instead of actual hit points is based on maximum hit points. If it spends 6 blood points the range increase to 400 ft.+40 ft./HD and no longer is limited on the lesser vampire hit points.</li> <li data-xf-list-type="ul"><em>Resilience from Before the Flood (Ex):</em> An antediluvian vampire can spend 4 blood points as a standard action for gain a +6 bonus to Strength and Dexterity and temporary hit points equal to 1/3 its maximum hit points. This effect last for 1 hour and can be used once per day.</li> <li data-xf-list-type="ul"><em>Sanguine Storm (Su):</em> An antediluvian vampire can spend 4 blood points as a standard action to creates a blood storm that explodes in a 20 foot radius. All living creatures in that area take 1d6 points of negative energy damage/HD. A Reflex saving throw (DC 10 + ½ HD + its Charisma modifier) half the damage. A creature that fail his save is also automatically subject to the antediluvian blood drain ability (this apply even if the creature is slay by the negative energy damage). This negative energy cannot heal undead or living creature with negative energy affinity. If it spends 6 blood points the range increase to 40 ft. If it spends 10 blood points the range increase to 60 ft. and all creatures slay by it return to life as a ghoul 24 hours after death (or ghast if the victim has 4 or more HD). This newly formed undead are free willed but have a starting attitude of friendly toward the vampire. This ability can only be used once every 1 minute.</li> <li data-xf-list-type="ul"><em>Siphon Vitality (Su):</em> When an antediluvian vampire successfully use blood drain in any form, its fast healing from the template increase to 20 and gains +2 insight bonus to AC. If it spends 1 blood point as a swift action the fast healing instead augment to 30 and the insight bonus to +4 for 1 minute. This effect permanently reduce its maximum blood pool by 3.</li> <li data-xf-list-type="ul"><em>We Are of One Blood (Su):</em> An antediluvian vampire can spend one blood point as free action even outside its turn when it gains the benefit of a beneficial non-instantaneous effect that affect only itself (a scroll or spell with range personal, its Celerity vitae, etc.) to give the same effect for the same duration to all its progeny and other vampires that descend from itself in some way that are within 25 ft.+5 ft./2 HD of itself. If it spends 3 blood points the range increase to 100 ft.+10 ft./HD and can exclude creatures. If it spends 5 blood points the range increase to 400 ft.+40 ft./HD</li> <li data-xf-list-type="ul"><em>Well of Corruption (Su):</em> An antediluvian vampire can spend one blood point as free action once per round for place a Well of Corruption on the ground, covering a 10 ft. radius. All living creatures within this area take 1.5x as much damage from bleed and negative energy effects while they are in the area, and for 1 additional round after leaving the area. Undead creatures are unaffected. A well of corruption lasts for 1 minute. If it spends 3 blood points the damage multiplier increase to 2x and the radius to 20 ft. If it spends 5 blood points the damage multiplier increase to 3x and the radius to 30 ft. The effect of multiple Well of Corruption do not stack, only the most powerful apply.</li> <li data-xf-list-type="ul"><em>Unstoppable (Ex):</em> An antediluvian vampire can spend one blood point as a free action at the start of its turn once per round to immediately attempt a new saving throw against a single non-instantaneous effect affecting him. The vampire can use this ability at the start of its turn even if a condition would prevent him from acting (including <em>control undead</em>) and multiple times against the same effect, but only once per round and only against effects that allow saving throw.</li> </ul><p></p><p><strong>Abilities:</strong> Str +12, Dex +10, Int +8, Wis +8, Cha +10. As an undead creature, an antediluvian vampire has no Constitution score.</p><p></p><p><strong>Feats:</strong> An antediluvian vampire gains Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats.</p><p></p><p></p><p><strong>Skills:</strong> 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.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9251020, member: 7035194"] A powerful vampiric template created combining the templates [URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/dread-vampire-cr-3/']Dread Vampire[/URL] and [URL='https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-vampire/']Mythic Vampire[/URL] and upgrading them. I also have take some ideas from the [URL='https://pathfinderunlocked.tumblr.com/post/707574628919476224/vampire-lord-of-corrupting-blood-cr12-undead']Vampire Lord of Corrupting Blood[/URL] and the [URL='https://whitewolf.fandom.com/wiki/Methuselah']Methuselah[/URL] of the World of Darkness RPG from the manual [URL='https://holdenshearer.wordpress.com/2021/10/26/exalted-vs-world-of-darkness-revised/']Exalted vs World of Darkness: Revised[/URL] for its Vitae. [CENTER][B][SIZE=7]Antediluvian Vampire (CR +9)[/SIZE][/B][/CENTER] The link between the dread vampire and the epic nosferatu, antediluvian vampires are terrifying lords of the night. [CENTER][B]Creating an Antediluvian Vampire[/B][/CENTER] “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 dread vampire for 10,000 years and has 15 or more HD can replace the dread vampire 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. [B]CR:[/B] As the base creature +9. [B]Alignment:[/B] Any evil. [B]Type:[/B] The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points. [B]Senses:[/B] An antediluvian vampire gains blindsight +60 ft., scent, and the see in darkness special ability. [B]Armor Class:[/B] Natural armor improves by +12. [B]Hit Dice:[/B] Change all of the base creature’s racial HD to d8s. [B]Defensive Abilities:[/B] An antediluvian vampire has [B]DR[/B] 10/epic, good and silver; [B]immunity[/B] to channel energy, cold; [B]resistance[/B] to acid 30, electricity 30, sonic 30; and [B]fast healing[/B] 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. [B]Immune Channel Energy (Ex)[/B] 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. [B]Dread Rejuvenation (Ex)[/B] 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). [B]Unholy Ego (Su)[/B] 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. [B]Weaknesses:[/B] 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 [I]gentle repose[/I] spell, and its corpse buried in land under the effects of a [I]hallow[/I] spell. [B]Speed:[/B] 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. [B]Attacks:[/B] 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). [B]Special Attacks:[/B] The antediluvian vampire gains energy drain (2 levels, see negative energy focus). Saves DCs are Charisma-based unless otherwise specified. [B]Blood Drain (Ex)[/B] 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. [B]Blood Omen (Su)[/B] 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. [B]Children of the Eclipse (Su)[/B] An antediluvian vampire can command the lesser creatures and undead of the world. Once per hour, an antediluvian vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action (if the base creature is not terrestrial, this power might summon other creatures of similar power). Once per day, the antediluvian vampire can use children of the eclipse to call forth 3d8 ghouls, 1d6 mohrgs, 2d6 shadows, or 1d6 wraiths. Summoned creatures arrive in 2d6 rounds and serve the antediluvian vampire for up to 1 hour. [B]Create Spawn (Su)[/B] 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 vampire (moroi) or vampire spawn (moroi if the creature has 5 or more HD, vampire spawn if less) 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 dread vampire instead of a normal vampire (this negative levels ignore any immunity or protection and cannot be removed in any way short of [I]wish[/I] or [I]miracle[/I] 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 dread vampire (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 vampire, vampire spawn, or dread vampire created in this manner is under the command of its creator (as [I]dominate monster[/I]) and remains so until either it or the creator is destroyed. A dread vampire that become an antediluvian vampire is automatically free. At any given time, an antediluvian vampire may have enslaved vampires, vampire spawns, or dread vampires totaling no more than ten times its own Hit Dice; spawn created that exceed this limit rise as free-willed vampires, vampire spawns, or dread vampires. A vampire or dread vampire 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 vampire or dread vampire in order to enslave a new one, but once freed, the former spawn cannot be enslaved again. [B]Dominate (Su)[/B] 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 [I]dominate monster[/I] spell (caster level equals antediluvian vampire’s character level). The ability has a range of 60 feet and is a mind-affecting effect. [B]Eclipse (Su)[/B] An antediluvian vampire can once per day blot out the power of the sun in a 1-mile radius as a move action by expending a use if 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. [B]Mist Shapes (Su)[/B] An antediluvian vampire can summon and sculpt mist into realistic shapes as the [I]major image[/I] 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 [I]mirage arcana[/I] instead of [I]major image[/I] (CL equal to the antediluvian vampire’s total Hit Dice). [B]Negative Energy Focus (Su)[/B] 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). [B]Telekinesis (Su)[/B] As a standard action, an antediluvian vampire can use [I]telekinesis[/I] (CL equal to the antediluvian vampire’s total Hit Dice) without the maximum weight limit of 375 pounds at 15th level. [B]Spell-like Abilities: Constant[/B]—[I]true seeing[/I], [I]unseen servant[/I]; [B]3/day[/B]—[I]darkness[/I], [I]dispel magic[/I], [I]fog cloud[/I], [I]haste[/I]; [B]1/day[/B]—[I]astral projection[/I], [I]create greater undead[/I], [I]deeper darkness[/I], [I]destruction[/I], [I]dimension door[/I], [I]greater dispel magic[/I], [I]energy drain[/I], [I]overwhelming presence[/I]. Caster level equals antediluvian vampire’s total Hit Dice. All DCs are Charisma-based. [B]Special Qualities:[/B] The antediluvian vampire retains all the base creature’s special qualities and gains those described here. [B]Change Shape (Su)[/B] As a standard action, an antediluvian vampire can assume the shape of any kind of creature. This ability otherwise functions as [I]shapechange[/I], 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. [B]Gaseous Form (Su)[/B] As a standard action, an antediluvian vampire can assume [I]gaseous form[/I] 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. [B]Hibernation (Ex)[/B] 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 [I]deathwatch[/I] or [I]detect undead[/I] 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. [B]Mastermind (Su)[/B] 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. [B]Mythic (Ex)[/B] 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. [LIST] [*][LEFT][I]Vampire Caster:[/I] 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.[/LEFT] [*][LEFT][I]Vampire Fighter:[/I] 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.[/LEFT] [/LIST] [B]See Through Blood (Su)[/B] 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. [B]Shadowless (Ex)[/B] An antediluvian vampire casts no shadows and shows no reflection in a mirror. [B]Swarm Shape (Su)[/B] 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. [B]Tenuous Existence (Su)[/B] 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. [B]Uncanny Climber (Su)[/B] An antediluvian vampire can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a [I]spider climb[/I] 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. [B]Vitae (Var.)[/B] 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. [LIST] [*][I]Ancient Blood Sorcery (Sp):[/I] An antediluvian vampire can spend blood points for cast a spell from its spell list as a spell-like ability with caster level equal to its caster level for such spellcasting class. If the antediluvian vampire has multiple spellcasting class, it can cast spell-like abilities from all of them, but at different caster level (based on its caster level for the actual class). If the spell is present in multiple spell lists available, the antediluvian vampire chose which level replicate based on the points spend (eg. a vampire multiclass druid/wizard can cast [I]fire trap[/I] as a 2nd level spell from the druid by spending 2 blood points or as a 4th level spell from the wizard by spending 4 blood points once it reach 8 HD).The number of blood points are equal to the spell level. The antediluvian vampire cannot use this vitae for cast a spell with a level higher than ½ its HD. Unlike a normal spell-like ability, the antediluvian vampire must provide any focus or material component with a cost higher than 1 gp. If the antediluvian vampire has the spellstrike feature, it may combine this feature with it if the spell-like ability meets the prerequisites (generally range touch and present in the magus spell list). [I]Prerequisite:[/I] The antediluvian vampire must be able to cast spells (must have the spellcasting class feature) for select this vitae. [*][I]Antediluvian Resistance (Ex):[/I] An antediluvian vampire can spend one blood point as a swift action to gain resistance to fire and positive energy 30 for 24 hours. If it spend 3 blood points it also lose its weakness to sunlight for the duration. [*][I]Aspect of the Predator (Ex):[/I] An antediluvian vampire can spend one blood point as a swift action for gain the benefit of the Improved Critical for all its natural weapons for 1 minute. If it spend 3 blood points its bleed special attack increase to 1d8 for the duration. If it spend 5 blood points it also gains pounce for the duration. [*][I]Bloated with the Blood of Nations (Ex):[/I] An antediluvian vampire multiply x2 its maximum hit points but permanently reduce its maximum blood pool by 5. This hp multiplies does not stack with other effects that multiply the maximum hp. If it spends 1 blood point as a swift action it gains light fortification (25%) and DR 5/– until the start of its next turn. If it spends 3 blood points it gains instead fortification (50%) and DR 10/– for 1 minute. [*][I]Blood Cult:[/I] An antediluvian vampire can grant divine spells to those who follow its cause, allowing them to select itself as their deity for the purposes of determining their spells and domains. Select 3 domains and up to 3 subdomains. These domains must be alignment domains matching its alignment if possible, unless its alignment is true neutral. The antediluvian vampire grant access to these domains and subdomains plus the Blood subdomain as if it is a deity (if it does not have the War domain, select one of the 3 domains, its followers can modify that domain with the Blood subdomain). This does not require any specific action on the antediluvian vampire’s behalf. Creatures that gain spells from the antediluvian vampire receive spells per day of levels up to 7; they don’t lose spell slots of a higher level, but cannot prepare true spells of 8 or higher level in it, only spells of a lower level (including ones with metamagic apply to them). As long at least 1 creature worship it, the antediluvian vampire lose its sunlight weakness and regain 1d4 blood points each hour. [*][I]Blood for the Blood God (Su):[/I] At the end of each turn, every opponent within 25 ft.+5 ft./2 HD of the antediluvian vampire that is currently suffering bleed damage is automatically subject to the vampire blood drain ability (Fortitude DC 10 + ½ HD + its Charisma modifier negate) as their blood streams out of their wounds and into the ancient vampire’s gaping maw. The vampire can chose to exclude creatures from this effect. This effect permanently reduce its maximum blood pool by 3. [*][I]Blood Rites of the Ancients (Su):[/I] The antediluvian vampire can perform an occult ritual of one minute once per day that allows him to quickly recover blood points for its pool. The vampire recovers 1d4+4 blood points. [*][I]Brother to Jackals, Companion to Owls (Su):[/I] At the beginning of each turn, a swarm or pack of animals or vermins appears (antediluvian vampire choice), as for the children of the eclipse ability but it permanently reduce its maximum blood pool by 3. Wolves might coalesce from the shadows, or snakes constantly drip from the ceiling. Swarms generated with this ability can only have a maximum CR of 4 while packs (2d6 creatures) can only be composed by animals/vermins of CR 1 or less. A vampire can only have a number of swarm/pack at the same time equal to its Charisma modifier. [*][I]Call of the Damned (Su):[/I] An antediluvian vampire can spend 2 blood points as a swift action for calls forth a small legion of tormented spirits that attack its enemies in a 30 ft. area around him for 1 minute. Opponents in the area take 4d6 negative energy damage each round at the start of their turn, and if they fail a Will saving throw (DC 10 + ½ HD + its Charisma modifier), they are slowed (as for [I]slow[/I]) as long they remain in the area and for 1d4 rounds thereafter. The save must be repeated each round they are in the area. This negative energy cannot heal undead or living creature with negative energy affinity. If it spend 4 blood points the area increase to 60 ft. radius and the damage to 6d6. [*][I]Celerity (Su):[/I] An antediluvian vampire can spend one blood point as a swift action for gain the benefit of a supernatural [I]haste[/I] and [I]blur[/I] until the start of its next turn. If it spend 3 blood points instead gains the benefit of [I]mythic haste[/I] and [I]displacement[/I] plus the evasion ability of a monk. If it spend 5 blood points the effect last for 1 minute, gains improved evasion as a monk instead of evasion, and it also gains the Run feat as a bonus feat for the duration. [*][I]Cloak of Night (Su):[/I] An antediluvian vampire can spend one blood point as a swift action for gain the effect of an[I] invisibility[/I] spell for 1 minute. If it spend 3 blood points this work as [I]greater invisibility[/I] instead and the duration increase to 1 minute/HD. If it spend 5 blood points it also block sentient creatures from perceive him as a danger for 24 hours. All creatures with an Intelligence score of 3 or higher that see, hear, or perceive the antediluvian vampire in any way must make a Will saving throw (DC 10 + ½ HD + its Charisma modifier) to recognize the antediluvian vampire for what it truly it is rather than whichever acceptable and inoffensive alternative their mind might have made up in its stead. While affected, they aren't sure of who or what they are seeing or even talking to. When they no longer perceive the antediluvian vampire, they cannot recall what it looked like. Those who aren't hostile to the antediluvian vampire generally do not notice it unless it interacts with them or their belongings. The antediluvian vampire may also move through their space freely as they move aside to let it pass without realizing it, even if they can't see it. Creatures in this range with CR (or level for creatures without CR) minor than ½ the antediluvian vampire's HD automatically fail this save. Any action from the antediluvian vampire that would normally disrupt an [I]invisibility[/I] spell also break this effect. [*][I]Commander of the Undead Legion (Sp):[/I] An antediluvian vampire can spend 3 blood points for cast [I]summon undead I[/I] as a spell-like ability with caster level equal to its HD. At 3 HD and every two HD thereafter this upgrades to a [I]summon undead[/I] spell of one level higher. [I]Summon undead[/I] work as a [I]summon monster[/I] spell except that the duration is 1 min./level and the antediluvian vampire does not summon from the classic list: it can only summon all the creatures with the undead type with a CR appropriate to the spell level (see below). [LEFT][I]Summon Undead I[/I]: CR ½ or less [I]Summon Undead II[/I]: CR 1 [I]Summon Undead III[/I]: CR 2 [I]Summon Undead IV[/I]: CR 3 or 4 [I]Summon Undead V[/I]: CR 5 or 6 [I]Summon Undead VI[/I]: CR 7 or 8 [I]Summon Undead VII[/I]: CR 9 or 10 [I]Summon Undead VIII[/I]: CR 11 or 12[/LEFT] [I]Summon Undead IX[/I]: CR 13 or 14 [I]Summon Undead X[/I]: CR 15 or 16; the progression continue with a constant progression [*][I]Crimson King Hypnosis (Su):[/I] Everyone who can see or hear the antediluvian vampire must save against its dominate ability, except that the save DC is reduced by 4 and it permanently reduce its maximum blood pool by 3. Once a creature succeed against this ability become immune to Crimson King Hypnosis from the same antediluvian for 24 hours (but not to its normal dominate). If it spends 1 blood point as a swift action the DC is no longer reduced by 4 until the start of its next turn. If it spends 7 blood points all the creatures that have already succeed the save are again vulnerable to Crimson King Hypnosis as if 24 hours have passed. [*][I]Curse of Eternal Sorrow (Su/Sp):[/I] An antediluvian vampire can spend 1 blood point as a standard action to curse a creature affected by its blood drain in the last 24 hours, no matter the distance. The victim must succeed to a Will saving throw (DC 10 + ½ HD + its Charisma modifier) or be subjected to a [I]major curse[/I] spell (CL equal to the vampire HD). If it spends 3 blood points the effect instead work as [I]greater bestow curse[/I]. If it spends 5 blood points it cast cast [I]curse of fell season[/I], [I]curse of night[/I], [I]cursed earth[/I], and [I]supreme curse terrain[/I] as spell-like abilities with caster level equal to its HD. [*][I]Dancing Under the Sun (Ex):[/I] An antediluvian vampire lose its weakness to sunlight but permanently reduce its maximum blood pool by 2. It can also have any alignment, becoming a grey creature like any mortal living creature. The antediluvian vampire has the same alignment it has in life (any action can alter its alignment as usual). An antediluvian vampire with this vitae is based on positive energy instead of negative energy: it interact with positive and negative energy as a living creature. A [I]cure[/I] spell or channel positive energy (heal living) heal the antediluvian vampire while [I]inflict [/I]and channel negative energy (damage living) damage it. A channel positive energy (damage undead) or channel negative energy (heal undead) has no effect on the antediluvian vampire. If it has Antediluvian Resistance, the vitae give resistance to negative energy instead of positive. Any dhampir generated by a vampire with this vitae has automatically the Dayborn alternative racial trait. [*][I]Gift of Suffering (Su):[/I] An antediluvian vampire can spend 2 blood points as a standard action to transfer all of his current damage to a progeny or another vampire that descend from itself in some way that is within 25 ft.+5 ft./2 HD of itself. This cannot transfer more damage than the selected “sacrifice” actual hit points. A vampire slay with the damage transferred with this ability is permanently destroyed (thus is not reduced to [I]gaseous form[/I] for return to his coffin). If it spends 4 blood points the range increase to 100 ft.+10 ft./HD and instead of actual hit points is based on maximum hit points. If it spends 6 blood points the range increase to 400 ft.+40 ft./HD and no longer is limited on the lesser vampire hit points. [*][I]Resilience from Before the Flood (Ex):[/I] An antediluvian vampire can spend 4 blood points as a standard action for gain a +6 bonus to Strength and Dexterity and temporary hit points equal to 1/3 its maximum hit points. This effect last for 1 hour and can be used once per day. [*][I]Sanguine Storm (Su):[/I] An antediluvian vampire can spend 4 blood points as a standard action to creates a blood storm that explodes in a 20 foot radius. All living creatures in that area take 1d6 points of negative energy damage/HD. A Reflex saving throw (DC 10 + ½ HD + its Charisma modifier) half the damage. A creature that fail his save is also automatically subject to the antediluvian blood drain ability (this apply even if the creature is slay by the negative energy damage). This negative energy cannot heal undead or living creature with negative energy affinity. If it spends 6 blood points the range increase to 40 ft. If it spends 10 blood points the range increase to 60 ft. and all creatures slay by it return to life as a ghoul 24 hours after death (or ghast if the victim has 4 or more HD). This newly formed undead are free willed but have a starting attitude of friendly toward the vampire. This ability can only be used once every 1 minute. [*][I]Siphon Vitality (Su):[/I] When an antediluvian vampire successfully use blood drain in any form, its fast healing from the template increase to 20 and gains +2 insight bonus to AC. If it spends 1 blood point as a swift action the fast healing instead augment to 30 and the insight bonus to +4 for 1 minute. This effect permanently reduce its maximum blood pool by 3. [*][I]We Are of One Blood (Su):[/I] An antediluvian vampire can spend one blood point as free action even outside its turn when it gains the benefit of a beneficial non-instantaneous effect that affect only itself (a scroll or spell with range personal, its Celerity vitae, etc.) to give the same effect for the same duration to all its progeny and other vampires that descend from itself in some way that are within 25 ft.+5 ft./2 HD of itself. If it spends 3 blood points the range increase to 100 ft.+10 ft./HD and can exclude creatures. If it spends 5 blood points the range increase to 400 ft.+40 ft./HD [*][I]Well of Corruption (Su):[/I] An antediluvian vampire can spend one blood point as free action once per round for place a Well of Corruption on the ground, covering a 10 ft. radius. All living creatures within this area take 1.5x as much damage from bleed and negative energy effects while they are in the area, and for 1 additional round after leaving the area. Undead creatures are unaffected. A well of corruption lasts for 1 minute. If it spends 3 blood points the damage multiplier increase to 2x and the radius to 20 ft. If it spends 5 blood points the damage multiplier increase to 3x and the radius to 30 ft. The effect of multiple Well of Corruption do not stack, only the most powerful apply. [*][I]Unstoppable (Ex):[/I] An antediluvian vampire can spend one blood point as a free action at the start of its turn once per round to immediately attempt a new saving throw against a single non-instantaneous effect affecting him. The vampire can use this ability at the start of its turn even if a condition would prevent him from acting (including [I]control undead[/I]) and multiple times against the same effect, but only once per round and only against effects that allow saving throw. [/LIST] [B]Abilities:[/B] Str +12, Dex +10, Int +8, Wis +8, Cha +10. As an undead creature, an antediluvian vampire has no Constitution score. [B]Feats:[/B] An antediluvian vampire gains Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats. [B]Skills:[/B] 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. [/QUOTE]
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