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<blockquote data-quote="Obly99" data-source="post: 9843683" data-attributes="member: 7035194"><p>A weaker version of the vampire template for low levels. I have always found weird the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/vampire/vampire-spawn/" target="_blank">vampire spawn</a> as a monster instead of a template.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Vampire Spawn (CR +1)</span></strong></p><p></p><p>The vampire spawn is a lesser form of vampire created when a creature is turned but not enough powerful for complete the dark metamorphosis into full vampirism. It is a creature of hunger and submission, cursed with the powers of the undead yet subjugated to the will of its vampiric master. Typically formed from weaker individuals or thralls intentionally denied full transformation, vampire spawn serve as loyal enforcers, hunters, and sentinels.</p><p>While they share many of the classic traits associated with vampires—such as energy drain, blood drinking, and aversions to sunlight and holy symbols—they are more limited in power and autonomy. Over decades, a vampire spawn may gather strength, and through a dark ritual, evolve into a true vampire if it survives long enough and gains enough experience.</p><p>Vampire spawn retain the physical and mental abilities of their former selves, though their personalities are often twisted by the thirst for blood and the command of their sire. These undead are cunning, resilient, and often used as the first wave of infiltration or terror by more powerful vampire lords.</p><p></p><p style="text-align: center"><strong>Creating a Vampire Spawn</strong></p><p>“Vampire Spawn” is an acquired template that can be added to any living creature with an Intelligence score of 5 or higher (referred to hereafter as the base creature) and 4 or less HD. A character that has been a vampire spawn for 30 years and has reached 5 or more HD can replace the vampire spawn template with the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/vampire/" target="_blank">vampire template</a> through a blood ritual that consume 1,000 gp of rare materials and require 24 hours to be brought to fruition. A vampire spawn that become a full vampire is still under the control of the vampire that spawned it. A vampire spawn uses the base creature’s stats and abilities except as noted here.</p><p></p><p><strong>CR:</strong> As the base creature +1.</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> A vampire spawn gains darkvision 60 ft.</p><p></p><p><strong>Armor Class:</strong> Natural armor improves by +4.</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> A vampire spawn has channel resistance +2; <strong>DR</strong> 5/silver; <strong>resistance</strong> to cold 10 and electricity 10; and <strong>fast healing</strong> 2, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.</p><p></p><p><strong>Weaknesses:</strong> Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.</p><p>Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.</p><p>Reducing a vampire spawn’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water. A vampire spawn also gains resurrection vulnerability.</p><p></p><p><strong>Resurrection Vulnerability (Su)</strong></p><p>A <em>raise dead</em> or similar spell cast on a vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.</p><p></p><p><strong>Speed:</strong> Same as the base creature. If the base creature has a swim speed, the vampire spawn is not unduly harmed by running water.</p><p></p><p><strong>Attacks:</strong> The vampire spawn gains a bite attack if the base creature didn’t have any (1d3 points of damage for a Small vampire, 1d4 points of damage for a Medium one). Its bite also causes energy drain (see below).</p><p></p><p><strong>Special Attacks:</strong> A vampire spawn gains several special attacks. Save DCs are equal to 10 + ½ vampire spawn’s HD + vampire spawn’s Cha modifier unless otherwise noted.</p><p></p><p><strong>Blood Drain (Su)</strong></p><p>A vampire spawn can suck blood from a grappled opponent; if the vampire spawn establishes or maintains a pin, it drains blood, dealing 1d3 points of Constitution damage. The vampire spawn heals 2 hit points or gains 2 temporary hit points for 1 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>Dominate (Su)</strong></p><p>A vampire spawn can crush a humanoid opponent’s will as a standard action. Anyone the vampire spawn targets must succeed on a Will save or fall instantly under the vampire spawn’s influence, as though by a <em>dominate person</em> spell (caster level 6th). The ability has a range of 30 ft. At the GM’s discretion, some vampire spawns might be able to affect different creature types with this power.</p><p></p><p><strong>Energy Drain (Su)</strong></p><p>A creature hit by a vampire spawn’s bite gains one negative level. This ability only triggers once per round, regardless of the number of attacks a vampire spawn makes.</p><p></p><p><strong>Special Qualities:</strong> The vampire spawn retains all the base creature’s special qualities and gains those described here.</p><p></p><p><strong>Gaseous Form (Su)</strong></p><p>As a standard action, a vampire spawn can assume <em>gaseous form</em> at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</p><p></p><p><strong>Shadowless (Ex)</strong></p><p>A vampire spawn casts no shadows and shows no reflection in a mirror.</p><p></p><p><strong>Spider Climb (Ex)</strong></p><p>A vampire spawn can climb sheer surfaces as though under the effects of a <em>spider climb</em> spell.</p><p></p><p><strong>Abilities:</strong> Str +2, Dex +2, Wis +2, Cha +2. As an undead creature, a vampire spawn has no Constitution score.</p><p></p><p><strong>Skills:</strong> A vampire spawn receives a +8 racial bonus on Stealth checks.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9843683, member: 7035194"] A weaker version of the vampire template for low levels. I have always found weird the [URL='https://www.d20pfsrd.com/bestiary/monster-listings/undead/vampire/vampire-spawn/']vampire spawn[/URL] as a monster instead of a template. [CENTER][B][SIZE=7]Vampire Spawn (CR +1)[/SIZE][/B][/CENTER] The vampire spawn is a lesser form of vampire created when a creature is turned but not enough powerful for complete the dark metamorphosis into full vampirism. It is a creature of hunger and submission, cursed with the powers of the undead yet subjugated to the will of its vampiric master. Typically formed from weaker individuals or thralls intentionally denied full transformation, vampire spawn serve as loyal enforcers, hunters, and sentinels. While they share many of the classic traits associated with vampires—such as energy drain, blood drinking, and aversions to sunlight and holy symbols—they are more limited in power and autonomy. Over decades, a vampire spawn may gather strength, and through a dark ritual, evolve into a true vampire if it survives long enough and gains enough experience. Vampire spawn retain the physical and mental abilities of their former selves, though their personalities are often twisted by the thirst for blood and the command of their sire. These undead are cunning, resilient, and often used as the first wave of infiltration or terror by more powerful vampire lords. [CENTER][B]Creating a Vampire Spawn[/B][/CENTER] “Vampire Spawn” is an acquired template that can be added to any living creature with an Intelligence score of 5 or higher (referred to hereafter as the base creature) and 4 or less HD. A character that has been a vampire spawn for 30 years and has reached 5 or more HD can replace the vampire spawn template with the [URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/vampire/']vampire template[/URL] through a blood ritual that consume 1,000 gp of rare materials and require 24 hours to be brought to fruition. A vampire spawn that become a full vampire is still under the control of the vampire that spawned it. A vampire spawn uses the base creature’s stats and abilities except as noted here. [B]CR:[/B] As the base creature +1. [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] A vampire spawn gains darkvision 60 ft. [B]Armor Class:[/B] Natural armor improves by +4. [B]Hit Dice:[/B] Change all of the base creature’s racial HD to d8s. [B]Defensive Abilities:[/B] A vampire spawn has channel resistance +2; [B]DR[/B] 5/silver; [B]resistance[/B] to cold 10 and electricity 10; and [B]fast healing[/B] 2, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round. [B]Weaknesses:[/B] Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a vampire spawn’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water. A vampire spawn also gains resurrection vulnerability. [B]Resurrection Vulnerability (Su)[/B] A [I]raise dead[/I] or similar spell cast on a vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component. [B]Speed:[/B] Same as the base creature. If the base creature has a swim speed, the vampire spawn is not unduly harmed by running water. [B]Attacks:[/B] The vampire spawn gains a bite attack if the base creature didn’t have any (1d3 points of damage for a Small vampire, 1d4 points of damage for a Medium one). Its bite also causes energy drain (see below). [B]Special Attacks:[/B] A vampire spawn gains several special attacks. Save DCs are equal to 10 + ½ vampire spawn’s HD + vampire spawn’s Cha modifier unless otherwise noted. [B]Blood Drain (Su)[/B] A vampire spawn can suck blood from a grappled opponent; if the vampire spawn establishes or maintains a pin, it drains blood, dealing 1d3 points of Constitution damage. The vampire spawn heals 2 hit points or gains 2 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. [B]Dominate (Su)[/B] A vampire spawn can crush a humanoid opponent’s will as a standard action. Anyone the vampire spawn targets must succeed on a Will save or fall instantly under the vampire spawn’s influence, as though by a [I]dominate person[/I] spell (caster level 6th). The ability has a range of 30 ft. At the GM’s discretion, some vampire spawns might be able to affect different creature types with this power. [B]Energy Drain (Su)[/B] A creature hit by a vampire spawn’s bite gains one negative level. This ability only triggers once per round, regardless of the number of attacks a vampire spawn makes. [B]Special Qualities:[/B] The vampire spawn retains all the base creature’s special qualities and gains those described here. [B]Gaseous Form (Su)[/B] As a standard action, a vampire spawn can assume [I]gaseous form[/I] at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. [B]Shadowless (Ex)[/B] A vampire spawn casts no shadows and shows no reflection in a mirror. [B]Spider Climb (Ex)[/B] A vampire spawn can climb sheer surfaces as though under the effects of a [I]spider climb[/I] spell. [B]Abilities:[/B] Str +2, Dex +2, Wis +2, Cha +2. As an undead creature, a vampire spawn has no Constitution score. [B]Skills:[/B] A vampire spawn receives a +8 racial bonus on Stealth checks. [/QUOTE]
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