Sanguine Vampire

Sanguine vampires are the classic blood-draining vampires. They appear much as they did in life, albeit somewhat more gaunt and withered than before, with a set of enlarged canines. A sanguine vampire that has just fed is easy to spot, though – his skin is rosy and flushed, and he appears more like a living being. Indeed, many sanguine vampires do pass for living beings, moving among the circles of society. They often take the role of a noble, one who has a reputation for only being out and about during the hours of darkness. In this guise, they prey on the living, draining the blood needed for feeding and for their fell rituals and spells.



Creating a Sanguine Vampire

"Sanguine vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). It uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to undead (augment humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future HD to d12s.

Speed: Same as the base creature.

Armor Class: The base creature's natural armor improves by +6.

Special Attacks: A sanguine vampire retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 sanguine vampire's HD + sanguine vampire's Charisma modifier unless noted otherwise.

Blood Drain (Ex): A sanguine vampire can suck the blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of Constitution drain each round the pin is maintained.

Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su): A humanoid or monstrous humanoid reduced to 0 Con by a sanguine vampire's blood drain attack rises as a sanguine vampire spawn (treat as a normal vampire spawn without the energy drain ability) 1d4 days after burial if it had 4 or fewer HD, or as a sanguine vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the sanguine vampire that created it and remains enslaved until its master's death.

Domination (Su): A sanguine vampire can crush an opponent's will just by looking onto his or her eyes. This is similar to a gaze attack, except that the sanguine vampire must take a standard action, and those merely looking at it are not affected. Anyone the sanguine vampire targets must succeed at a Will save or fall instantly under the sanguine vampire's influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.

Special Qualities: A sanguine vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type.

Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell (caster level 12th), except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

Cursed Blood (Ex): A sanguine vampire's blood carries the taint of negative energy in it. Any creature that uses blood drawn from a sanguine vampire in a blood magic spell or ritual may cast the spell in question, but is drained 1 Hit Die per level of the spell.

Damage Reduction (Su): A sanguine vampire's undead body is tough, giving the creature damage reduction 10/silver and magic.

Fast Healing (Ex): A sanguine vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a 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.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, a sanguine vampire can assume gaseous form at will, as the spell (caster level 6th), but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. The mist is red-tinged, but otherwise normal.

Resistance (Ex): A sanguine vampire has cold and electricity resistance 10.

Turn Resistance (Ex): A sanguine vampire has +4 turn resistance.

Saves: Same as the base creature.

Abilities: Increase from the base creature as follows:** Str +6, Dex +4, Int +3, Wis +3, Cha +4. As undead creatures, sanguine vampires have no Constitution score.

Skills: Sanguine vampires receive a +8 racial bonus to Bluff, Perception, Search, Sense Motive, and Stealth checks. Otherwise same as the base creature.

Feats: Sanguine vampires gain Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn't already have these feats.

Organization: Solitary or troop (1 plus 2-5 sanguine vampire spawn)

ECL: Same as the base creature +4

Environment: Any

Treasure: Standard

Alignment: Always evil (any)

Advancement: By character class


Sanguine Vampire Weaknesses

Repelling a Sanguine Vampire: Holy symbols of any sort will drive off a sanguine vampire. These things don't harm the sanguine vampire, though – they merely keep it at bay.

They are utterly unable to enter a home or other private building unless invited inside by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Slaying a Sanguine Vampire: Exposing a sanguine vampire to direct sunlight disorients it - it can only take a single move or attack action actions, it takes 1d6 points of fire damage each round and must make a Fort save each round at DC 15 (with the DC increasing by 2 each round) or be destroyed, regardless of how many hit points it has left.

Driving a stake of cedar through a sanguine vampire's heart will instantly kill it. However, it returns to life if the stake is removed unless all of the blood is drained out and the body is then destroyed. The blood cannot be used in a ritual or blood magic of any kind; it must be destroyed separately from the body, preferably by boiling it over an open fire made from fresh-cut cedar chips. The body itself must be burned in either sunlight or on a bonfire, and the ashes scattered over water.

Sample Sanguine Vampire

This example uses a 5th-level human wizard as the base creature.

Sanguine Vampire, 5th-Level Human Wizard
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12 (32 hp)
Initiative: +9
Speed: 30 ft.
Armor Class: 23 (+5 Dex, +6 natural, +2 bracers of armor), touch 19, flat-footed 18
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (1d6+3), masterwork staff +6 melee (1d6+3/19-20), or masterwork light crossbow +7
ranged (1d8/19-20)
Full Attack: Slam +5 melee (1d6+3), masterwork staff +6 melee (1d6+3/19-20), or masterwork light
crossbow +7 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, create spawn, dominate
Special Qualities: Cursed blood, DR 10/silver and magic, resistance to cold and electricity 10, skeletal minion, turn resistance +4, vampire weaknesses
Saves: Fort +1, Ref +6, Will +6
Abilities: Str 16, Dex 20, Con -, Int 19, Wis 14, Cha 16
Skills: Bluff +11, Concentration +11, Craft (alchemy) +12, Knowledge (arcana) +12, Perception +10, Search +20, Sense Motive +10, Spellcraft +12, Stealth +13
Feats: Combat Casting, Combat Reflexes, Dodge, Empower Spell, Energy Substitution, Improved Initiative, Lightning Reflexes, Silent Spell
Environment: Any
Organization: Solitary
ECL: 9
Treasure: Standard
Alignment: Always evil (any)
Advancement: By character class

This wizard is a specialist necromancer.

Combat

This sanguine vampire's slam attack is treated as a magic weapon for the purpose of overcoming damage reduction.

The Will save against this sanguine vampire's domination has a DC of 14.

Possessions: Masterwork quarterstaff, masterwork light crossbow, bracers of armor +2, wand of lightning bolt.

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