Wednesday, October 10, 2018

Monster Monday: Vampiric Creature Template

For today's Monster Monday, we have the vampiric creature template. No gothic horror campaign is complete without howling wolves and blood-sucking vampires. If you're pressed for time, why not combine the two? With the vampiric creature template, you can grant the most terrible of beasts the abilities of the mighty and mysterious vampires, from vampiric cats to vampiric dragons. The possibilities are nearly endless!

Presented below, along with the vampiric creature template, you will find example stat blocks for a vampiric wolf and a vampiric saber-toothed tiger. Imagine a vampiric chimaera with three fanged maws. Think of the implications of a vampiric elephant - would it suck blood through its tusks? (yes). 

As Halloween approaches, d20 Despot will continue to post seasonally appropriate monsters. You might want to stock up on ammunition and board up your house before next week's monsters arrive en masse to claw at your door.

The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2018 Jonah Bomgaars.
Vampiric Creature (CR +2)
Vampiric creatures lack the cunning and advanced abilities of humanoid vampires, but they are driven by the same unnatural hunger for the blood of the living. Vampiric creatures are gaunt and feral looking, often pitch black or ghostly white in color, with elongated fangs.

Becoming a Vampiric Creature:
“Vampiric creature” is an acquired template that can be added to any living creature. Most vampiric creatures were once animals or magical beasts. A vampiric creature retains all of the base creature’s statistics and special abilities except as noted here. 

   CR: Same as the base creature +2
   Alignment: Any evil
   Type: The creature’s type changes to undead (augmented). Do not recalculate BAB or saves.
   Senses: A vampiric creature gains darkvision 60 ft. Creatures that already had darkvision have its range doubled.
   Armor Class: Natural armor improves by +4
   Hit Dice: Change all racial hit dice to d8s. As undead, vampiric creatures use their Charisma modifier to determine bonus hit points instead of Constitution.
   Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD +2.
   Defensive Abilities: A vampiric creature gains channel resistance +4, DR 10/magic, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampiric creature also gains fast healing 5. If reduce to 0 hit points in combat, the vampire is not destroyed but is helpless and appears inert. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
   Weaknesses: Vampiric creatures cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbol. These things don’t harm the vampiric creature – they merely keep it at bay. A recoiling vampiric creature must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make attacks against the creature presenting it. Holding a vampiric creature at bay takes a standard action. After 1 round, a vampiric creature can attempt to overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
   Reducing a vampiric creature’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampiric creatures. Exposing any vampiric creature to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it did not escape. Each round of immersion in running water inflicts damage on a vampiric creature equal to one-third of its maximum hit points – a vampiric creature reduced to 0 hit points in this way is destroyed. Driving a wooden stake through a helpless vampiric creature’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
   Speed: The creature’s primary speed increases by 10 ft. If the base creature has a swim speed, the vampiric creature is not unduly harmed by running water (see weaknesses).
   Attacks: A vampiric creature gains a bite attack if the base creature didn’t have one. Damage for the bite depends on the creature’s size. If the base creature already had a bite attack, its bite attack deals damage as if the creature were one size larger. A vampiric creature’s bite attack deals 1d6 points of bleed damage and has the grab ability.
   If one of the base creature’s natural attacks inflicts poison, it instead inflicts blood drain without the need for the vampiric creature to establish or maintain a pin.
   The vampiric creature’s other natural attacks cause energy drain (see below). If the base creature had no other natural attacks than its bite, it gains a slam attack, dealing damage appropriate to its size.
   A vampiric creature’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
   Special Attacks: A vampiric creature gains several special attacks. Save DCs are equal to 10 + ½ vampiric creature’s HD + vampiric creature’s Cha modifier unless otherwise noted.
   Blood Drain (Su): A vampiric creature can suck blood from a grappled opponent; if the vampiric creature establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampiric creature heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
   Create Spawn (Su): If a creature slain by a vampiric creature’s blood drain or energy drain attacks is of the same creature type as the vampiric creature’s base creature type, the victim rises from death as a vampiric creature in 1d4 days. This vampiric creature is under the command of the vampiric creature that created it, and remains enslaved until its master’s destruction. Such vampiric creature spawn lack the ability to create their own spawn until they are freed. A vampiric creature may have enslaved spawn totally no more than twice its own Hit Dice; an spawn it creates that would exceed this limit become free-willed undead. A vampiric creature may free an enslaved spawn in order to enslave a new spawn, but once freed, it cannot be enslaved again.
   Energy Drain (Su): A creature hit by a vampiric creature’s natural weapon (other than its bite) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampiric creature makes.
   Fearful Howl (Su): Once per minute, a vampiric creature can unleash an unearthly howl, roar, or other call as a standard action. All creatures within 60 feet who can hear it must make a Will save (DC 10 + ½ the vampiric creature’s HD + the vampiric creature’s Charisma modifier) or become shaken for 1d4 rounds. Whether or not the save is successful, the creature is immune to the same vampiric creature’s fearful howl for 24 hours.
   Special Qualities: A vampiric creature gains the following special quality:
   Shadowless (Ex): A vampiric creature casts no shadows and shows no reflection in a mirror.
   Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampiric creature has no Constitution score.
   BAB: A vampiric creature’s base attack bonus is equal to ¾ its Hit Dice.
   Skills: Vampiric creatures gain a +8 racial bonus on Perception and Stealth checks.
   Feats: Vampiric creatures gain Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

This gaunt but powerful wolf has pitch-black fur and long fangs dripping with blood.
Vampiric Wolf     CR 3
XP 800
NE Medium undead (augmented)
Init +8; Senses low-light vision, darkvision 60 ft., scent; Perception +17
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 14 (2d8+3); fast healing 5
Fort +0, Ref +6, Will +5; +4 channel resistance
DR 10/magic; Immune undead traits
Resist cold 10, electricity 10
Weaknesses vampiric weaknesses
OFFENSE
Speed 60 ft.
Melee bite +5 (1d8+4 plus 1d6 bleed plus grab and trip), slam +5 (1d4+4 plus energy drain)
Special Attacks blood drain, create spawn, energy drain (2 levels), fearful howl (60 ft., DC 11, shaken 1d4 rounds)
STATISTICS
Str 19, Dex 19, Con --, Int 4, Wis 14, Cha 10
Base Atk +1; CMB +5 (+9 grapple); CMD 19 (23 vs trip)
Feats Improved InitiativeB, Lightning ReflexesB, Skill Focus (Perception), ToughnessB
Skills Perception +17, Stealth +16, Survival +2 (+6 scent tracking); Racial Modifiers +8 Perception, +8 Stealth, +4 Survival when tracking by scent
SQ shadowless
ECOLOGY
Environment cold or temperate forests
Organization solitary, pair, or pack (3-12)
Treasure none

This large, white-furred cat has flashing red eyes and long, saber-like fangs dripping with blood.
Vampiric Saber-Toothed Tiger       CR 10
XP 9,600
NE Large undead (augmented)
Init +8; Senses low-light vision, darkvision 60 ft., scent; Perception +21
DEFENSE
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size)
hp 105 (14d8+42); fast healing 5
Fort +6, Ref +10, Will +11; +4 channel resistance
DR 10/magic; Immune undead traits
Resist cold 10, electricity 10
Weaknesses vampiric weaknesses
OFFENSE
Speed 50 ft.
Melee 2 claws +21 (2d4+11 plus grab plus energy drain), bite +21 (2d8+11/19-20 plus 1d6 bleed plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain, create spawn, energy drain (2 levels), fearful howl (60 ft., DC 19, shaken 1d4 rounds), pounce, rake (2 claws +21, 2d4+11)
STATISTICS
Str 33, Dex 19, Con --, Int 4, Wis 14, Cha 14
Base Atk +10; CMB +22 (+26 grapple); CMD 36 (40 vs trip)
Feats Improved Critical (bite), Improved Initiative, Lightning ReflexesB, Run, Skill Focus (Perception), Skill Focus (Stealth), ToughnessB, Weapon Focus (bite, claw)
Skills Acrobatics +8, Perception +21, Stealth +25, Swim +16; Racial Modifiers +4 Acrobatics, +8 Perception, +12 Stealth
SQ shadowless
ECOLOGY
Environment any forest, plains, and swamps
Organization solitary or pair
Treasure none

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Plot Hooks and Encounter Ideas

  • The dark woods are haunted by more than fell spirits - a pack of blood-sucking black wolves have been marauding through the land, and your adventurers are the only ones brave enough to stand up to them.
  • Sailors around the Cormorant Reach speak of a terrible vampiric octopus that climbs into ships at night and turns good sailing men into bloodless husks.
  • As the PCs burst into the Lord Bloodula's Sanctum Sanguinis, they find him garbed for battle and astride his mighty steed - a vampiric tyrannosaurus rex!
-your haemophiliac d20 despot

Hey, sorry I was late with my post this week. I was up in the mountains on Monday and it turns out there isn't any internet there! Weird, huh? We'll be back on schedule from here on out, and my patrons on Patreon should be seeing a small back-log of monsters come flooding into the d20 Despot Patreon feed pretty soon.

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