Vampire Lord

Sir ThornCrest

First Post
I was searching for new and improved undead to toss at my party, something different and/or mildly surprising. I ran across this guy the Vampire Lord (VL). Walking in daylight likes italian food extra garlic, likes to go swimming in the river, looks norm and with a non detection spell he could have lunch with a Palidon.

After reading all the bonuses I can some up the VL in 1 word ...WOW!!!
A 30/+3 DR...+6 str etc etc, tk at will, very very tough indeed. But I had 1 question-At what level do you qualify to become a VL?
After being a Vamp for 100 years, OK.
Being a 10th level whatever ( I was thinking Psion or socerer)....
so whats its CR minamum?
Assuming he is 10th level Sorcerer, + vamp level adjustment his CR would be 14?

Thorncrest
 

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Sir ThornCrest said:
I was searching for new and improved undead to toss at my party, something different and/or mildly surprising. I ran across this guy the Vampire Lord (VL). Walking in daylight likes italian food extra garlic, likes to go swimming in the river, looks norm and with a non detection spell he could have lunch with a Palidon.

After reading all the bonuses I can some up the VL in 1 word ...WOW!!!
A 30/+3 DR...+6 str etc etc, tk at will, very very tough indeed. But I had 1 question-At what level do you qualify to become a VL?
After being a Vamp for 100 years, OK.
Being a 10th level whatever ( I was thinking Psion or socerer)....
so whats its CR minamum?
Assuming he is 10th level Sorcerer, + vamp level adjustment his CR would be 14?

Thorncrest

Ummm, 30/+3 DR on top of undead properties alone Suggest ( ;) ) to me something much higher than +4 EL. Where are the full stats?
 

I was on the wizards of the coast site I typed in Vampire template and this "thing" appeared.


Thorncrest

sullivan said:
Ummm, 30/+3 DR on top of undead properties alone Suggest ( ;) ) to me something much higher than +4 EL. Where are the full stats?
 

Sir ThornCrest said:
so whats its CR minamum?
Assuming he is 10th level Sorcerer, + vamp level adjustment his CR would be 14?
LA doesn't influence CR; CR does. The LA for a vampire lord isn't given on the WotC site.

A vampire Sorcerer 10 is ECL 18 (10 levels + 8 LA). To make that a vampire lord, you'll need to add the vampire lord's LA, whatever it is.
Its CR is 10+2+3 = 15.
 

the vampire lord template..is here...over the top? whats it's CR?

I just copied and pasted this....I was looking for a new tough undead creature and I think I definately found one!!!!maybe toooo tough! What is the min CR of a VAmp Lord?

Vampire lord is a template that can be applied to any humanoid or monstrous humanoid creature with a character level of at least 10 that has already had the vampire template applied to it (hereafter referred to as the "base vampire"). So, make a vampire, and then apply this template to it. The creature uses all the special abilities of the base vampire, except as noted below.

Hit Dice: Same as base vampire, then add +1 hit point per level or HD of the base vampire

Speed: Same as base vampire, plus vampire lords can fly with speed 50 ft. and perfect maneuverability.

AC: The base vampire's natural armor bonus improves by +6.

Attacks: Same as base vampire.

Special Attacks: A vampire lord retains all the special abilities of the base vampire, except as modified below, and also gains those noted below. The saving throw, where applicable, is 10 + 1/2 the vampire lord's class and nonclass HD + the vampire lord's Charisma modifier, unless noted otherwise.

Domination (Su): As base vampire, except that a vampire lord can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level.

Energy Drain (Su): As base vampire, but a living creature hit by a vampire lord's slam attack takes 3 negative levels.

Blood Drain (Su): As base vampire, but a vampire lord's blood drain inflicts 1d4+2 points of Constitution drain each round the pin is maintained.

Special Qualities: The vampire lord retains all the special qualities of the base vampire, except as modified below, and gains those listed below.

Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.

Children of the Night (Su): As base vampire, but the creatures summoned forth serve the vampire lord until released. Further, the vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.

Control Weather (Sp): A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at will.

Create Spawn (Su): As base vampire, but vampire lords create only vampire slaves, never vampire spawn. The new vampire is enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too strong to allow it to break free of its enslavement.

Damage Reduction (Ex): A vampire lord is extremely tough; it has damage reduction 10/+3.

Fast Healing (Ex): As base vampire, but a vampire lord heals 8 hit points each round so long as it has at least 1 hit point. It has 24 hours to reach a place of rest (rather than 2 hours) if brought to zero hit points. A vampire lord can have many places of rest prepared, since the only requirement is some soil from its homeland (the place where the base vampire was born).

Telekinesis (Su): A vampire lord can use telekinesis (caster level 12th) at will.

Telepathy (Su): A vampire lord can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile.

Turn Resistance (Ex): As base vampire +4 (see Monster Manual).

Saves: Same as the base vampire, plus the vampire lord applies its Charisma modifier to all saving throws in addition to its other ability modifiers (as a paladin does).

Abilities: Increase from the base vampire as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampire lords have no Constitution scores.

Skills: A vampire lord receives an additional +4 racial bonus to Scry and Sense Motive checks, and a +8 racial bonus to Diplomacy and Intimidate checks.

Feats: Vampire lords gain Iron Will and Leadership as bonus feats, assuming the base vampire does not already have these feats.

Climate/Terrain: Any land or underground

Organization: Solitary

Challenge Rating: Same as base vampire +3

Treasure: Quadruple standard

Alignment: Any evil. In the transformation from vampire to vampire lord, the creature recovers the Law-Neutral-Chaos bent of the original creature. Thus, a Lawful Neutral monk who becomes a vampire turns Chaotic Evil, and when it becomes a vampire lord it turns Lawful Evil.

Advancement: By character class

Vampire Lord Weaknesses

Vampire lords have far fewer weaknesses than normal vampires, a benefit of their quest for power.

Vampire lords cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol has no effect. They have no fear of mirrors, and they cast reflections as living beings do.

Vampire lords can cross over or through running water with no impediments. They are not harmed in any way by immersion in running water.

A vampire lord is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if it desires. Under sunlight, it takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, a vampire lord in sunlight cannot use any of its supernatural powers. Victims of its domination power are not freed of the vampire lord's control during daylight hours; the vampire lord can verbally command any creature in its thrall even in direct sunlight. Spells that produce sunlight effects cannot harm a vampire lord; only direct light from the sun can weaken it. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.

A vampire lord is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass the creature's damage reduction.

The only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest.
 

Here's the Vampire Lord stats for anyone interested.

If you're just talking Challenge Rating, a vampire lord must have already been a vampire (+2 CR) and needs at least 10 class levels (or hit dice, but will just say class levels here) acquired, among other role-playing prerequisites, and can then apply the template, which is +3 CR.

In basic terms, this means your weakest vampire lord will be CR 15.

Of course, there's room for interpretation here. The fact that is says "acquired" after saying "been a vampire for 100 years" could mean that only class levels or hit dice gained after becoming a vampire count. In this case, the victim needed to already have 5 class levels or hit dice just to become a vampire, instead of a vampire spawn. Given that, they'll have a minimum of 15 class levels or hit dice, +2 for being a vampire, +3 for being a vampire lord, meaning minimum CR of 20.

There's more variance possible if you look at other ways of gainng hit dice instead of class levels, but those are your basic breakdowns.
 


I was just making sure it wasnt an 11th level possibility + the vamp la (which is 8 for the optional template class) but what is the flat LA of a norm Vamp? In the back of the MM I thought it was +4 ?

Thorncrest




Alzrius said:
Here's the Vampire Lord stats for anyone interested.

If you're just talking Challenge Rating, a vampire lord must have already been a vampire (+2 CR) and needs at least 10 class levels (or hit dice, but will just say class levels here) acquired, among other role-playing prerequisites, and can then apply the template, which is +3 CR.

In basic terms, this means your weakest vampire lord will be CR 15.

Of course, there's room for interpretation here. The fact that is says "acquired" after saying "been a vampire for 100 years" could mean that only class levels or hit dice gained after becoming a vampire count. In this case, the victim needed to already have 5 class levels or hit dice just to become a vampire, instead of a vampire spawn. Given that, they'll have a minimum of 15 class levels or hit dice, +2 for being a vampire, +3 for being a vampire lord, meaning minimum CR of 20.

There's more variance possible if you look at other ways of gainng hit dice instead of class levels, but those are your basic breakdowns.
 


Sir ThornCrest said:
I was just making sure it wasnt an 11th level possibility + the vamp la (which is 8 for the optional template class) but what is the flat LA of a norm Vamp? In the back of the MM I thought it was +4 ?

Thorncrest
+8.
 

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