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Half-vampire
Vampires are fearsome creatures that prey on the living. People killed by them often return as vampire spawn, a menace under the total control of its maker. There are times when this change has not been complete and the new undead creature gains some of the abilities of its maker, but retains free will and thought. These deadly creatures are the half-vampires. Half-vampires usually look just as they did in life, although many will be pale since they can no longer walk under the sun. When they are about to feed, or when they wish to inspire fear in their victims, their faces change to reflect their predatory nature…their eyes turn yellow or red, their teeth (especially the top canines) become longer and sharper, and their faces become for savage looking. "Half-vampire" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature"). The creature's type changes to "undead." It uses all the base creature's statistics and special abilities except as noted here. Speed: A half-vampire's mode of movement is the same as the base creature, except that maximum speed is doubled. AC: The base creature's natural armor improves by +3. Attacks: A half-vampire retains all of the attacks of the base creature. Special Attacks: Blood Drain (Ex): A half-vampire can suck blood from a living victim via holes made with its elongated canines by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of temporary Constitution drain each round the pin is maintained. If a victim's Constitution reaches 0, the victim dies. Create Offspring (Su): A creature slain by a half-vampire's blood drain returns 3 nights later as a half-vampire. The new half-vampire may feel loyalty to its creator, but it retains free will. Special Qualities: A half-vampire retains all the special qualities of the base creature and gains the undead type and those qualities listed here. Damage Reduction (Su): A half-vampire's body is tougher than a normal creature, giving it damage reduction 10/silver. Resistance (Ex): A half-vampire has cold and electricity resistance 20. Fast Healing (Ex): A vampire heals 2 points of damage per round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a half-vampire appears dead. The half-vampire heals at 1 hit point per hour until it reaches 1 hit point, as which time it resumes healing at 2 hit points per round. This ability does not function against damage caused by fire, sunlight, holy items, decapitation, or a wooden stake through the heart. Low-light Vision (Ex): A half-vampire gains exceptional vision and can see as well in low light conditions as a human can in sunlight. Scent (Ex): A half-vampire gains an exceptional sense of smell. It can detect enemies, sniff out victims, and track its prey by scent alone. Saves: Same as the base creature. Abilities: Increase from the base creature as follows: Str +6, Dex +4, Cha +4. As undead creatures, half-vampires have no Constitution score. Skills: Half-vampires receive a +8 racial bonus to Hide, Jump, Listen, Move Silently, Search, and Spot checks. Otherwise, same as the base creature. Feats: Half-vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn't already have these feats. Climate/Terrain: Any land and underground. Organization: Solitary, pair, gang (2-5), or troop (6-20). Challenge Rating: Same as base creature +1 Treasure: Same as base creature. Alignment: Always evil. Advancement: By character class. Weaknesses: Half-vampires are stronger than normal creatures, but do have several vulnerabilities. Unholy Being: A half-vampire is burned by holy items such as good-aligned holy symbols and holy water. Contact with such items causes 1d6 points of damage to the half-vampire per round. Items under the effects of bless weapon have a similar effect. Creature of the Darkness: A half-vampire bursts into flames and is burned by exposure to sunlight, suffering the loss of 1/3 of its total hit points per round. Body of Ancients: Any half-vampire, even those recently created, turn to dust upon their death by fire, sunlight, holy items, decapitation, or stake through the heart.
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