Vampire Template
"Vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). Vampires appear similar to how they did in life, although their features are often hardened and feral. Use the vampire template stat block below. When you see the [base] tag, fill in any value from the base creature.
Vampire
CR [base+2], Evil, Medium Undead
Senses: Perception [base+8], Darkvision 60
Speed: [base] ; Skills: Stealth [base +8], Deception [base +8], Investigation [base +8], Insight [base +8], Other skills are equal to base scores
Languages: [base]
Ability Scores: Str [base +6], Dex [base +4], Con --, Int [base +2], Wis [base +2], Cha [base +4]
Saving Throws: Str [base +3], Dex [base -2], Con --, Int [base +1], Wis [base +1], Cha [base +2]
INIT: [base +2] CP: [base] HP: [base] SA: -- DC: [Base DC +2]
AC: 18+[base dodge AC] Touch: [base touch AC + 2] Flat-footed: 16
SR: -- Vulnerable: -- Resistant: Weapons 10, Cold 10, Electricity 10 Bypass: silver, good
Immunity: Necrotic, Psychic, Poison Effect Immunity: Immunity to Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Paralysis, Ability Damage, Sleep, Stunning, Suffocation, Starvation, Necromancy Effects
Vampire Aversions (su) - Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don't harm the vampire--they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
Running Water (su) - Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
Invitation (su) - Vampires are utterly unable to enter a home or dwelling unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Fast Healing 5 (Ex) - Vampires heal 5 hit points each round
Combat Reflexes (Ex) - Vampires have the combat reflexes common ability.
Mobility (Ex) - Vampires move quickly, and opponents take disadvantage on attacks of opportunity against them.
Vampire Death (Su) - Vampires cannot be killed easily. The following are a few ways to do so.
- HP Damage: If reduced to 0 hit points in combat, the vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed (it can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
- Stakes: Driving a wooden stake through a vampire's heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature's head and fill its mouth with holy wafers (or their equivalent).
- Sunlight: Exposing any vampire to direct sunlight disorients it. It is staggered the first round and then utterly destroyed the next, if it cannot escape.
- Running Water: Immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.
Blood Drain (Free Action, 1/round, Ex): When a vampire holds a target in a grapple, it can suck blood dealing 1d4 Con damage. When it does this, the vampire gains 5 temporary hit points. A humanoid or monstrous humanoid slain by a vampire's blood drain rises as a vampire spawn 1d4 days after burial. The new vampire spawn is under the command of the vampire that created it and remains enslaved until its master's destruction. At any given time, a vampire may have enslaved spawn totaling up to twice its own hit dice; any spawn it creates that would exceed this limit are created as free-willed vampires.
Control Person (Standard Action, At Will, Enchantment, Sp): Vampires can use a gaze attack to cast control person, as a spell-like ability.
Change Shape (Standard Action, At Will, Polymorph, Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf. This ability is similar to a polymorph spell (level 4). It can remain in that form until it assumes another or until the next sunrise.
Gaseous Form (Standard Action, At Will, Polymorph, Su): A vampire can assume gaseous form at will with a fly speed of 20.
Attacks
- All Base Creature's natural or weapon attacks (adjusted for new STR or DEX bonus)
- 2 x Slam (1d6+STR Bonus bludgeoning). Reach: 5 ft.
Clerics: A good cleric who becomes a vampire may lose their spellcasting and domain abilities as its patron deity may no longer support it. However, many evil deities are more than welcome to accept new vampire clerics into their fold, which the character can do without loss of cleric levels.
Sorcerers and Wizards: Vampire sorcerers and wizards retain their class abilities, but if a character has a familiar other than a rat or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.
A vampire retains all the proficiencies of the base creature.