18.31 Vampires
Creature of the Night ✨: All vampires have the creature of the night ability.
| Creature of the Night ✨ | Standard action |
Tags: Attune
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The vampire shapeshifts into the form of a Tiny bat, a Medium cloud of mist, or its normal humanoid form.
- Bat: While in its bat form, the vampire gains blindsense (120 ft.) and blindsight (30 ft.). It cannot speak and has no free hands. All of its normal movement modes are replaced with an average fly speed with a 60 ft. height limit.
- Mist: While in its mist form, the vampire becomes floating, intangible, and legless. It cannot speak and has no free hands. All of its normal movement modes are replaced with a slow fly speed with a 30 foot height limit.
In either non-humanoid form, the vampire is unable to take any standard actions, but it can still take move actions in place of standard actions. Since it has no walk speed in those forms, flying does not make it unsteady (-2 accuracy, Armor, Brawn, Ref). The vampire cannot use this ability while paralyzed (cannot move).
Gentle Fangs: Whenever a vampire deal damage using its bite natural weapon, it can choose not to reduce the target’s hit points below 0, or it can treat the damage as subdual damage. In addition, damage dealt using a vampire’s bite natural weapon does not wake sleeping creatures unless it inflicts a vital wound.
Vampire Weaknesses ✨: Vampires have a number of specific weaknesses. Many vampire weaknesses trigger on exposure to particular substances or circumstances. These weaknesses trigger immediately upon first contact, and are repeated at the start of each action phase in subsequent rounds as long as the vampire remains exposed.
- Blood Dependence: For every 24 hours that a vampire remains awake without ingesting at least one pint of blood from living creatures, its maximum hit points are reduced by 20. If its maximum hit points are reduced to 0 in this way, it dies and withers away into a pile of ash. This penalty is removed as soon as the vampire drinks a pint of blood. A vampire can enter a torpor to survive without blood. While in a torpor, it is unconscious until it smells blood nearby. It can survive while in torpor for a number of consecutive centuries equal to its rank before it withers away to dust.
- Consecrated Ground: A vampire in consecrated ground takes 20 damage and becomes stunned (-2 defenses) as a condition if it is not already stunned.
- Garlic: A vampire that smells garlic becomes frightened (-2 Mental, -2 accuracy vs. source) by any creatures bearing garlic as a condition. In addition, creatures that have eaten garlic recently are treated as not having blood for the purpose of a vampire’s abilities, so their blood cannot be drained.
- Holy Water: A vampire that touches holy water takes 20 damage and becomes stunned (-2 defenses) as a condition if it is not already stunned.
- Running Water: A vampire that touches or passes over running water takes 10 damage and briefly becomes paralyzed (cannot move). This applies as long as the vampire is within 100 feet of the running water, even the water is underground or under a bridge. It can use the struggle ability to move despite being paralyzed, but only towards the closest shore.
- Silver: Vampires are vulnerable (-4 defenses) to strikes using silver weapons.
- Sunlight: A vampire that touches sunlight takes 20 damage and becomes blinded (50% miss chance, -2 defenses) as a condition if it is not already blinded.
- Unmirrored: Vampires have no reflection in mirrors, including their clothes and equipment. This can allow careful observers to identify vampires.
- Wooden Stakes: If a vampire is injured by a critical strike using a wooden stake, the stake becomes impaled in its heart. The vampire becomes paralyzed (cannot move) until the stake is removed. A wooden stake is a Light improvised weapon that deals 1d4 damage.
HP 66 IP 33
Defenses Armor 11 Brawn 9 Fort 8 Ment 9 Ref 11
Vulnerable Silver weapons
Movement 30 ft.
Senses Darkvision (120 ft.) Awareness +8
Social Intimidate +5
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Attributes 3, 4, 1, 3, 3, 3 | Alignment Neutral evil |
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Accuracy +4; Brawling +4 | Power 7; 7 ✨ |
Fledgling Vampire Lore
Local DV 7: Fledgling vampires are the weakest form of vampire. They are recently turned, and some still feel a strong attachment to their old life. Despite their inexperience, they still possess some of a vampire’s powerful abilities, so they should not be taken lightly.
Local DV 12: Most fledgling vampires are still growing accustomed to their need for blood. They may attempt to fast, which weakens them, before being consumed by an uncontrollable bloodlust.
Fledgling Vampire Abilities
| Charming Gaze ✨ | Elite action |
Tags: Emotion, Subtle, Sustain (minor), Visual
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The fledgling vampire makes a +4 attack vs. Mental against all humanoid creatures and undead creatures in a Medium (30 ft.) cone from itself. The fledgling vampireundefined takes a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.
Hit: The target is charmed (friendly with charmer) by the fledgling vampire. Any act by the fledgling vampire or by creatures that appear to be its allies that threatens or harms the charmed person breaks the effect. Harming the target is not limited to dealing it damage, but also includes causing it significant subjective discomfort. An observant target may interpret overt threats to its allies as a threat to itself.
| Blood Drain | Standard action |
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The fledgling vampire makes a +5 melee strike vs. Armor with its bite.
Hit: 1d8+7 damage.
Injury: The fledgling vampire regains hit points at the end of the round equal to the hit points the target lost from the strike, ignoring negative hit points and any damage increase from critical hits.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the fledgling vampire can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 150 IP 75
Defenses Armor 16 Brawn 14 Fort 13 Ment 14 Ref 16
Vulnerable Silver weapons
Movement 30 ft.
Senses Darkvision (120 ft.) Awareness +12
Social Intimidate +8 Persuasion +12 Social Insight +12
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Attributes 5, 6, 2, 4, 4, 4 | Alignment Lawful evil |
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Accuracy +7; Brawling +7 | Power 12; 11 ✨ |
True Vampire Lore
Local DV 10: True vampires have fully awakened their vampiric potential. They have abandoned the world of the living and embraced their need for blood.
True Vampire Abilities
| Charming Gaze ✨ | Elite action |
Tags: Emotion, Subtle, Sustain (minor), Visual
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The true vampire makes a +9 attack vs. Mental against all humanoid creatures and undead creatures in a Medium (30 ft.) cone from itself. The true vampireundefined takes a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.
Hit: The target is charmed (friendly with charmer) by the true vampire. Any act by the true vampire or by creatures that appear to be its allies that threatens or harms the charmed person breaks the effect. Harming the target is not limited to dealing it damage, but also includes causing it significant subjective discomfort. An observant target may interpret overt threats to its allies as a threat to itself.
| Blood Drain | Standard action |
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The true vampire makes a +7 melee strike vs. Armor with its bite.
Hit: 3d8+12 damage.
Injury: The true vampire regains hit points at the end of the round equal to the hit points the target lost from the strike, ignoring negative hit points and any damage increase from critical hits.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the true vampire can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 366 IP 183
Defenses Armor 19 Brawn 17 Fort 16 Ment 17 Ref 19
Vulnerable Silver weapons
Movement 30 ft.
Senses Darkvision (120 ft.) Awareness +16
Social Intimidate +11 Persuasion +16 Social Insight +16
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Attributes 4, 6, 2, 5, 5, 5 | Alignment Lawful evil |
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Accuracy +11; Brawling +11 | Power 14; 15 ✨ |
Vampire Lord Lore
Local DV 13: Vampire lords are some of the most powerful undead. They can command legions of followers and vast fortunes that they have developed over centuries.
Vampire Lord Abilities
| Charming Gaze ✨ | Elite action |
Tags: Emotion, Subtle, Sustain (minor), Visual
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The vampire lord makes a +17 attack vs. Mental against all humanoid creatures and undead creatures in a Medium (30 ft.) cone from itself. The vampire lordundefined takes a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.
Hit: The target is charmed (friendly with charmer) by the vampire lord. Any act by the vampire lord or by creatures that appear to be its allies that threatens or harms the charmed person breaks the effect. Harming the target is not limited to dealing it damage, but also includes causing it significant subjective discomfort. An observant target may interpret overt threats to its allies as a threat to itself.
| Dominating Gaze ✨ | Elite action |
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The vampire lord makes a +11 attack vs. Mental against all humanoid enemies and undead enemies within a Medium (30 ft.) cone from itself.
Hit: If the target is injured or its character rank is 5 or lower, it is confused (-2 defenses, randomly attack or defend) as a condition.
Critical hit: If the target was already confused from a previous use of this ability, or if they are a vampire spawn sired by the vampire lord, it may make it permanently dominated (must obey commands). The vampire lord can dominate any number of rank 5 or lower creatures with this ability, but only one creature at a time with a rank higher than that.
| Blood Drain | Standard action |
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The vampire lord makes a +11 melee strike vs. Armor with its bite.
Hit: 5d8+21 damage.
Injury: The vampire lord regains hit points at the end of the round equal to the hit points the target lost from the strike, ignoring negative hit points and any damage increase from critical hits.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the vampire lord can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 14 IP 11
Defenses Armor 7 Brawn 6 Fort 5 Ment 4 Ref 7
Movement 40 ft.
Senses Scent Awareness +6
Other skills Survival +6
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Attributes 3, 2, 1, -5, 2, -1 | Alignment Neutral |
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Accuracy +2; Brawling +2 | Power 4; 0 ✨ |
Traits Beast Quadrupedal
Warg Abilities
| Bite |
Standard action |
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The warg makes a +2 melee strike vs. Armor with its bite.
Hit: 1d8+4 damage.
HP 120 IP 60
Defenses Armor 12 Brawn 14 Fort 12 Ment 10 Ref 10
Movement 50 ft.; Fly (average, 30 ft. limit) Stealth +0
Senses Blindsense (240 ft.) Blindsight (120 ft.) Awareness +12
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Attributes 5, 2, 4, -5, 6, 0 | Alignment Neutral |
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Accuracy +6; Brawling +6 | Power 10; 5 ✨ |
Yrthak Lore
Nature DV 8: Yrthaks are virtually blind. They can “see” around themselves with their blindsight ability, which relies on their incredible hearing. Beyond that range, they cannot see, though they can still identify the existence and location of creatures at great range by sound.
Yrthak Abilities
Echolocation: The yrthak uses its hearing to “see”. While it is deafened (20% verbal spell failure), it loses its natural blindsight and blindsense abilities, making it blinded (50% miss chance, -2 defenses).
| Sonic Lance | Elite action |
Tags: Auditory
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The yrthak makes a +6 attack vs. Fortitude against all creatures in a Medium (30 ft. long), 5 ft. wide line.
Hit: 5d6 damage.
Miss: Half damage.
| Grappling Bite | Standard action |
Tags: Size-Based, Sweeping (1)
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The yrthak makes a +7 melee strike vs. Armor with its bite.
Hit: 1d8+10 damage. If the attack result also hits the target’s Brawn defense, it is grappled.
Critical hit: If the attack result is also a critical hit against the target’s Brawn defense, the yrthak controls the grapple.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the yrthak can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.