Vampire

Creators that have come back from the dead. They want your blood. They could be anyone. They have pale skin, red eyes, and smiles that will kill. They are the vampires living undead. Watch out when it is dark out. You will never know when you be on the meanu.

Basic Information

Anatomy

A vampire's physical appearance changes little from the moment they are first infected. However, subtle yet haunting shifts mark their transformation. Their skin becomes paler, often gaining an unnatural sheen or faint gleam that makes them appear more alluring Even if they don't have a natural physical attraction.

Their canines sharpen into lethal points, each tooth carrying traces of vampiric venom capable of spreading the curse.

The eyes are the most telling sign. Some turn permanently bloodshot red, while others shift between their original eye color and a crimson hue, especially when feeding, angry, or Hungry.

Biological Traits

Vampires are living undead neither fully dead nor truly alive. Unless destroyed, they can exist forever, unaging and unrelenting.

Physically, they are stronger, faster, and more durable than they were in life, far surpassing the capabilities of their original species. Their natural magical talents twist into forms of blood magic, water magic and in some cases, dark magic, fueled by the cursed essence that sustains them.

They possess immunity to water-based, dark, and blood-aligned magics, but remain vulnerable to fire both real and magic, light magic, and the sun which sear their corrupted flesh and unravel their unnatural forms.

Vampires can dissolve into a mist of blood, slipping through cracks or vanishing into the night. Their minds are just as dangerous as their claws they can intrude upon your thoughts, weaving temptation and fear with the ease of a bard seducing a tavern crowd.

Their bodies no longer require food or rest only blood. Without it, they slowly descend into madness, driven by a hunger that never fades.

But this immortality comes at a cost.

Vampires possess several known weaknesses beyond their aversion to sunlight and divine magic.

One of the most common is their allergic reaction to garlic. The scent alone repels them, causing nausea, burning sensations, or worse. Most will instinctively avoid it.

Another is the ancient method of piercing the heart. Driving a stake or blade through a vampire's heart will not kill them outright, but it will paralyze their body, forcing them into a state of suspended decay appearing as a lifeless, rotting corpse.

However, this state is temporary. If the weapon is ever removed, the vampire's body may regenerate and rise once more angrier and hungrier than before.

The gods and goddesses forsaken them. No vampire may walk upon holy ground, the sacred Deitie's power they have blessed to their people will injure them and they will not be allowed to enter their presence, it has been calmed since the discovery of the corrupt God Douglas's taint in the vampirism virus most likely he'll claim you.

CR +2 to base

Vampire

Evil Base Undead
Senses: darkvision 60 ft.

Defense

AC: Natural armor improves by +6.

Offense

Speed: +20 base
Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire’s size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.   Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted.
Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted.   Blood Drain (Su)   A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire 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)   A vampire can create spawn out of those it near death with blood drain or energy drain and give or force them their blood into victu, provided that the creature is of the humenod type as the vampire’s base creature type. They be in pain for severl hour until there body die. The. victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit becomes free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Spell-like Abilities: Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominant person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.   Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.   Gain Sanguine or Water Magic it that all type of abltiy. In simple trims you can control blood use the ablity 7 + charm a day Dm call how many spells or what can do   Dark Maigc Gain on rear occasions as well Sanguine Magic. it can be use 7 + Charm A day Dm choice what Dark spell it has   Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.   Blood mist Form (Su) As a standard action, a vampire can assume Blood Mist form at will (caster level 5th), but it can remain blood mist indefinitely and has a fly speed of 20 feet with perfect maneuverability.   Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.   Feather Fall (Ex) A vampire can guild down like the effect of feather fall at will.

Statistics

Str +6, Dex +4, Int +2, Wis +2, Cha +4
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
Skills: +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

Defensive Abilities:   A vampire gains channel resistance +4, DR 10/magic and silver,   resistance to cold/water 10 and Darkness10,   A vampire also gains fast healing 5. If reduced to 0 hit points in combat,   a vampire assumes bloody mist form (see below) and attempts to escape. It must reach a place to rest within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. 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.   Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.Not subject to nonlethal damage, ability drain, or energy drain.   Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.   Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).   Weaknesses:   Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.   Similarly, they recoil from strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.   Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and first burns and stop regenerate ability for 5 min. second round they get second-degree burn and regenerate stop 30 min 3rd round third degree burn and regenerate gone for the day. they might die at these points if they stay out any longer they will die.   Fire and Holy dose 1.5 damge   Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless hole water to destory it. fire or sun light burn to ash     Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Genetics and Reproduction

To create another vampire, the infected must pass on the vampiric curse to a living, sentient creature. This is done in one of two ways:

  • By bite: The vampire bites the target and allows them to survive, giving the virus time to take hold.
  • By blood: The target is forced to consume vampire blood, triggering the transformation from within.
Both methods result in the same painful metamorphosisshould the victim survive it. For more details on the nature and progression of the virus, see: Vampirism.

Growth Rate & Stages

Vampires do not age. Once infected, their bodies become immortal, frozen in time at the exact moment of infected. Any wounds, illnesses, or imperfections are gradually regenerated until their form returns to its peak condition from that day forward.

Ecology and Habitats

Vampires can survive in most environments, much like any other sentient species. However, they thrive best in places with limited sunlight. The less sunlight they’re exposed to, the stronger and more content they tend to be.

Many vampires choose to dwell in shadowed mountains, underground caverns, or deep forest valleys often alongside or near other subterranean peoples like dwarves, dark elves, and various creatures who have made the depths of Elema their home.

Dietary Needs and Habits

Vampires survive by consuming blood, which their bodies use as a vital fuel. Unlike food or drink, blood is absorbed directly into their system, sustaining their strength, healing, and unnatural vitality.

The fresher the blood, the more potent its effects and blood from a being of the same species as the vampire tends to be the most powerful, lasting longer and granting greater energy.

This is why, across countless tales, vampires are often said to hunt their own kind not out of malice, but because their blood offers the most sustaining power.

Additional Information

Perception and Sensory Capabilities

Vampires possess extraordinarily sharp senses, far beyond those of mortals. Their night vision is exceptional, allowing them to see clearly even in complete darkness.

Their hearing and sense of smell are similarly enhanced uniquely attuned to the rhythm of heartbeats and the scent of blood in motion. Without conscious effort, their bodies instinctively track these subtle cues, making it nearly impossible to hide from a vampire once they’ve caught your scent.

Civilization and Culture

History

The Birth of Vampires and rise of Blood Countess: The Bathzone Tragedy

In the year 7945, the radiant Countess Elaine Bathzone ruled her lands with grace and care. For over thirty years, she governed alongside her elven husband, Lord Zestu, a noble and gifted scholar. Together they raised children, cultivated prosperity, and became beloved by many.

But as decades passed, Elaine began to wither. Age touched her while her husband and children, blessed with elven blood, remained unchanged ageless and beautiful. Fearful of being left behind, she begged Zestu to find a way for them to remain young together, forever.

Zestu, madly in love, vowed to grant her wish. He scoured ancient tomes, even those buried deep in forbidden archives. In time, he discovered fragments of old, cursed magic rituals that could restore youth at a terrible cost. He refined these rituals into a new spell that would rejuvenate Elaine. But the key ingredient was gruesome: the blood, flesh, and organs of a young girl.

Elaine, desperate and blinded by vanity, agreed.

The first ritual was a success. After bathing in the crimson elixir, Elaine youth returned her beauty flawless once more. But the effect was fleeting. Within four months, her age clawed back with vengeance, leaving her more haggard than before.

Refusing to lose her again, Zestu prepared the ritual anew.

And so it became a dark tradition every four months, a child was sacrificed to keep the Countess young. Orphans, beggars, street urchins those no one would miss vanished from the shadows of the realm.

For years this continued… until one mistake changed everything.

They abducted a girl from the market, assuming she was another vagrant. But she was the daughter of a local lord. Her disappearance sparked an investigation, which unearthed the grim pattern of vanished children. Whispers turned into accusations. Rumors spread like wildfire.

When the truth reached the girl’s father, he called upon allies and raised his banners. A coalition of nobles and warriors stormed Bathzone Keep, where the Count and Countess made their final stand.

The battle was brutal. Elaine and Zestu’s children were slain defending the fortress. Elaine herself was mortally wounded, barely clinging to life. In grief and madness, Zestu performed one last ritual its purpose unknown.

The stronghold began to glow with crimson light, and then death. Everyone within perished.

Days later, strange sightings surfaced. Some of the dead began to stir. Countess Elaine, her wounds healed, walked once more. Zestu stood at her side. And with them rose the first of the undying.

They slaughtered the survivors of the town, leaving only blood and silence behind.

Thus began the curse of vampirism.


Cover image: by Marc Zipper (Valcin)

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