Vampires

All of the following use the standard vampire template (except for Special Attacks and Qualities, which are unique to each vampire). For purposes of simplicity, only changes from the base template are noted below, under the individual entry.




Arrikhan

It is believed that arrikhan (singular and plural) were created by an ancient god of disease and pestilence. Thankfully, they are very rare. They suck blood like normal vampires, but also have a horrifying ability: they can rot at will. Such creatures can totally dissolve into a stinking mess of putrid flesh and still reform themselves. Arrikhan are extremely hard to kill - their rotted bodies can be scattered all over a room, but they can still reform themselves - it just takes a little longer. Arrikhan cannot be harmed by most weapons while they are rotting, but neither can they make any effective attacks – the ability is used mainly to torture victims, or to make others think the vampire is really a corpse. Arrikhan are immune to normal weapons, and even magical weapons have a hard time damaging a creature that can rot at will.

Armor Class: The base creature's natural armor improves by +4.

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

Blood Drain (Ex): An arrikhan can suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Con drain each round the pin is maintained.

Create Spawn (Su): A humanoid or monstrous humanoid slain by an arrikhan's blood drain attack rises as a full arrikhan 1d4 days after burial if it had 5 or more HD in life. The new arrikhan is under the command of the arrikhan that created it and remains enslaved until its master's death.

Disease (Su): Arrikhan can also infect a victim with a horrible rotting disease similar to mummy rot called creeping doom with its bite.

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

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

Damage Reduction (Su): Arrikhan are especially resistant to damage, giving them damage reduction 10/holy and silver. The flayed one's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): An arrikhan heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically rots (see below). Any additional damage (with the exception of damage from fire, sunlight, or holy water/items) dealt to an arrikhan in this form has no effect. In this form, it is helpless. It regains 1 hit point after one hour, then is no longer considered helpless and resumes healing at the rate of 5 hit points per round.

Resistances (Ex): An arrikhan has cold and electricity resistance 10.

Rot (Ex): At will, an arrikhan can rot. Its body decays as it would were the creature really dead – the flesh sloughs off the bones, the eyes sink into the skull, and the body falls apart into a stinking mess of putrescence. Anyone witnessing this horrifying spectacle must make a Fort save (DC 20) or become nauseated for 1d10 rounds. Actually having an arrikhan rot on you is cause for a Fort save and a Will save at DC 22. The effects of failing the Will save vary (at the least, the victim would be frightened for 2d4 minutes), but a deep abiding fear of arrikhan will be automatic. The person must make a Will save (DC 25) every time he sees an arrikhan rotting thereafter or become panicked until the arrikhan is out of sight and for 2d6 rounds afterward.

Rotting is a full-round action that does not provoke attacks of opportunity; it requires about two minutes to fully rot (though an arrikhan reduced to 0 hit points rots in a single round). The arrikhan requires anywhere from a few rounds to restore a hand or part of an arm, to a full day's rest for the entire body. An arrikhan can reattach lost limbs in this manner, simply by completely rotting and then reforming. An arrikhan that completely rots reforms with all of its hit points, less any permanent damage done.

Turn Resistance (Ex): An arrikhan has +4 turn resistance.

Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +1. As undead creatures, arrikhans have no Constitution score.

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

ECL: Same as the base creature +5

Repelling an Arrikhan: Arrikhan cannot stand the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors (strangely, they cast reflections in mirrors, but those reflections are visible only to them, and – from all reports – are rotting, hideous images of themselves). As with all vampires, arrikhan recoil from a strongly presented holy symbol.[[/div]]

Arrikhan are also unable to cross running water.

Destroying an Arrikhan: Simply reducing an arrikhan's hit points to 0 incapacitates, but does not destroy it. However, certain attacks can slay an arrikhan.

Exposing an arrikhan to direct sunlight disorients it: it can only take move actions and takes 2d8 points of fire damage each round.

Arrikhan are notoriously difficult to destroy with weapons because of their ability to rot at will. They can regenerate any wounds – even loss of limbs - save those inflicted by fire or holy objects by rotting and reforming. Sunlight inflicts normal damage against an arrikhan, but it does not inflict permanent damage like fire and holy objects (though an arrikhan destroyed by sunlight remains dead). Unlike other vampires, staking an arrikhan has no effect – the only way to destroy one is by fire, sunlight, or copious amounts of holy water.


Flayed One

Flayed ones are the undead remains of those who were flayed alive in a special ritual known only to a few particularly perverse and evil beings (namely demons). The ritual involves torturing the person over a period of at least one week, slowly removing the skin while keeping the victim alive without using healing magics or items of any sort. When the skin has been totally removed, the torturer forges a link between the victim and the Negative Energy Plane, then kills him. When the victim rises the next night, it is as a free-willed flayed one. Flayed one victims always have at least 5 HD/levels, because lesser creatures do not have the endurance to last through the ritual.

Flayed ones are typically those who, in life, were very beautiful or handsome. In undeath, they are horrid parodies of themselves – the skin has been stripped away, revealing muscle, tendon, and bone. Unlike most vampires, they can cast a reflection; most sages agree that it is part of the their curse, a unique form of torment reserved for those who were overweening in life. Some flayed one's minds snap after they find out what has happened to them, while others go on a binge of destruction and eventually sink into a feral state. Some few, the more cunning ones, discover that they can flay the skins from their victims and wear the skins themselves. In this guise, they can go among society and feed on the living.

Armor Class: The base creature's natural armor improves by +2.

Special Attacks: A flayed one retains all the special attacks of the base creature and also gains those listed below.

Blood Drain (Ex): A flayed one 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.

Create Spawn (Su): A flayed one can create another of its kind in the same manner in which it was created (see description above). Each night the flayed one tortures its victim, it must make a Wisdom check (DC 15, +1 per night after the first) to keep the victim alive. If healing magics or items employing positive energy are used, the process must be started over. At the end of the period, when the skin has been totally removed, the flayed one must drain all the blood from the body, forging a link with the Negative Energy Plane and ensuring the victim will rise as a flayed one himself in three nights.

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

Flay Skin (Ex): A flayed one can peel the skin from an unconscious or dead victim of the same size in a number of rounds equal to 10 minus the flayed one's age in centuries (minimum 1 round). For example, a 500-year-old flayed one could flay the skin from a victim in 5 rounds. The time is doubled for each size category above Medium, and decreased by one round for each size smaller (to a minimum of one full round).

Special Qualities: A flayed one retains all the special qualities of the base creature and those listed below, and also gains the undead type. Saves have a DC of 10 + 1/2 flayed one's HD + Cha modifier unless otherwise noted.

Change Form (Su): A flayed one can change her form to that of her original (pre-undeath) appearance or back again as a standard action. She can do this only if she is wearing a skin.

Damage Reduction (Su): The body of a flayed one is tough, giving the creature damage reduction 10/silver and magic. The flayed one's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A flayed one heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, it is destroyed.

Fast healing does not apply while the flayed one is exposed to direct sunlight – it takes effect only after the creature has gotten out of the sun.

Horrific Appearance (Ex): Anyone seeing a flayed one in its natural form (without a skin) must make a Will save or become shaken for 2d4 rounds. Flayed ones gains a +10 circumstance bonus to Intimidate checks while in this state, but suffer -4 to all other Charisma-based checks.

Resistances (Ex): A flayed one has cold and electricity resistance 10.

Turn Resistance (Ex): A flayed one has +4 turn resistance.

Wear Skin (Ex): Once the flayed one has peeled the skin from a victim, it can don the skin as a full-round action. The skin bonds to the flayed one's body and takes the appearance of the victim (the vampire effectively gains a +10 bonus to Disguise checks). This ability can be used only with skins of creatures that are within one size category of its own. The skin remains bonded for one day per century of the flayed one's age (minimum 1 day), unless the flayed one chooses to remove it earlier.

While it is wearing a creature's skin, a flayed one takes only 1d6 points of nonlethal damage per minute from direct sunlight.

Abilities: Increase from the base creature as follows: Str +6, Dex +6, Int +2, Wis +2. As undead creatures, flayed ones have no Constitution score.

ECL: Same as the base creature +6

Flayed One Weaknesses

For all their powers, flayed ones have a number of weaknesses.

Repelling a Flayed One: Flayed ones in their natural (skinned) state will recoil from a mirror, and will often seek to destroy it and the person holding it, if there is one, by the most expeditious means possible. They also recoil from a strongly presented holy symbol. These things do not harm a flayed one, however – they merely keep it at bay. A recoiling flayed one 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 flayed one at bay takes a standard action.

Flayed ones are utterly unable to enter a home or other private building unless invited inside by someone with the authority to do so.

Slaying a Flayed One: Simply reducing a flayed one's hit points to 0 incapacitates, but does not always destroy it. However, certain attacks can slay flayed ones.

Exposing a flayed one to direct sunlight disorients it; it can only take a single move or attack action, it suffers 2d4 points of fire damage each round in its natural form, and must make a Fort save each round at DC 15 (with the DC increasing by 2 each round) or be destroyed. Similarly, immersing the flayed one in falling rain (a rainstorm, not dumping rainwater over its head) acts like acid, burning away one-third of its hit points each round until it is destroyed. Immersing a flayed one in running water or salt water has no effect on it, however.

Driving a skinning knife through the flayed one's heart instantly kills it. However, it returns to life if the knife is removed unless the body is destroyed. A popular tactic is to either burn the body, drag it out into sunlight, or leave it out during a rainstorm.


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.

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): Sanguine vampires command the lesser creatures of the world; once per day, they 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.

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.

ECL: Same as the base creature +4

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.



Shadow Vampire

Among the rarest of all types of vampires, shadow vampires are formed when a shade or someone with strong ties to the Demiplane of Shadow (a Shadowfane, e.g.) is slain by a vampire's energy drain attack (one of the few cases where a vampire does not create a spawn of the same species) or by a similar effect from a different source. The shadow vampire resembles a shade in appearance - dusky gray skin/hair, and violet or black eyes. All clothing they wear is dark hues of gray and black.

Shadow vampires, as the name suggests, prefer to attack from the shadows by surprise, reaching out to touch their victim, then retreating, sometimes with the victim in tow. They are most often found in dark, gloomy areas, like the Underdark. Their lairs are always dimly lit places, usually with some sort of enchantment that prevents the casting of light spells. They often have shadow creatures of some sort as companions/bodyguards - shadow mastiffs, undead shadows, etc, but they rarely, if ever, associate with living beings.

Armor Class: The base creature loses any natural armor bonus it has and instead gains a +6 deflection bonus to AC.

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

Create Spawn (Su): A humanoid or monstrous humanoid drained to Strength 0 by a shadow vampire's Strength drain attack is slain and rises as an undead shadow 1d4 hours after death. If it had 4 or fewer HD it rises as a shadow; if it had 5 or more, it becomes a full shadow vampire. In either case, the new vampire or shadow is under the command of the shadow vampire that created it and remains enslaved until its master's destruction. A shadow vampire can have a number of enslaved spawn up to twice its own Hit Dice; any spawn it creates in excess of this limit are created as free-willed shadow vampires or shadows. A shadow vampire that is enslaved can create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A shadow vampire can voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a shadow vampire or shadow cannot be enslaved again.

Domination (Su): A shadow 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 vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under its influence as though by a dominate person spell (caster level 12th or the vampire's HD/level, whichever is higher). The ability has a range of 30 feet.

Strength Drain (Su): A shadow vampire can drain 1d4 points of Strength from a living victim with its slam attack. On each such successful attack, the vampire gains 5 temporary hit points.

Summon Shadow Creatures (Sp): Three times per night, a shadow vampire can summon 4d4 undead shadows or 2d4 shadow mastiffs. These creatures appear in 1d4 rounds and serve the shadow vampire for up to one hour.

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

Damage Reduction (Su): Shadow vampires are slightly insubstantial, giving them damage reduction 10/silver and magic.

Fast Healing (Ex): A shadow vampire heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, it automatically assumes gaseous form and attempts to escape. Unlike normal vampires, shadow vampires are not bound to a coffin, but they must have a safe haven of some sort, which can be no larger than 10 square feet per HD/level. Once in this haven, the vampire must rest for two hours to be restored to 1 hit point; after that, it resumes healing as normal.

Gaseous Form (Su): As a standard action, a shadow vampire can assume gaseous form at will, as the spell (caster level 5th), but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. A shadow vampire in gaseous form looks like a roiling cloud of dark smoke, instead of the usual fog cloud of normal vampires.

Immunities (Ex): Shadow vampires are immune to all spells with the Darkness or Shadow descriptors.

Light Vulnerability (Ex): Shadow vampires, being creatures of shadow, are especially vulnerable to spells and effects that employ light and/or positive energy. Saves against such attacks are at -2, and they take +2 hp/die of damage.

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

Shadow Blend (Su): During any conditions other than full daylight, a shadow vampire can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but sunlight will; creatures with darkvision can see the vampire normally.

Shadow Form (Su): A shadow vampire can assume the shape of an undead shadow at will as a standard action. It is incorporeal, and can pass through walls, floors, etc., in shadow form. Light attacks affect it as they do in its normal form, but it loses all other abilities. It can remain in this form until it changes back or until the next sunrise.

Summon Darkness (Su): Three times per day, the shadow vampire can create a cloud of darkness (as the darkness spell, caster level equal to its HD/level).

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

Abilities: Increase from the base creature as follows: Str +4, Dex +6, Int +2, Wis +2, Cha +5. As undead, shadow vampires have no Constitution score.

Skills: Shadow vampires receive a +8 racial bonus to Bluff, Perception, Search, and Sense Motive checks, and +10 to Stealth. Otherwise same as the base creature.

ECL: Same as the base creature +9

Repelling a Shadow Vampire: Shadow vampires recoil from any source of light stronger than a torch. Holy symbols of any sort will also drive them off. These things don't harm the shadow vampire, though – they merely keep it at bay.

Shadow vampires are unable to willingly enter an area of sunlight, though they can be forced into it. They avoid lights stronger than torchlight, as noted above, but can enter such areas if pressed. 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 Shadow Vampire: Simply reducing a shadow vampire's hit points to 0 incapacitates, but does not destroy it. However, certain attacks can slay shadow vampires.

Exposing a shadow vampire to direct sunlight disorients it: it can only take a single move or attack action each round, it takes 2d10 points of fire damage each round and must make a Fort save each round at DC 20 (with the DC increasing by 2 each round) or be destroyed. In any case, a shadow vampire can survive in direct sunlight for only 1 round per century of age before it is destroyed, no matter how many hit points it has.

Driving a silver stake through a shadow vampire's heart instantly slays the monster. However, it returns if the stake is removed, unless the body is destroyed by exposing it to sunlight until it has completely burned.

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