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Monstrous characteristics

Immunities: Mind-aecting eects, death eects, disease, paralysis, poison, sleep eects,
stunning, exhaustion, fatigue, nonlethal damage, ability drain, energy drain, ability damage to
physical abilities and massive damage.

Resistances: Acid, Cold, Electricity and Fire resistance 10. Channel resistance +12.

DR: 10/magic and silver

SR: 43

Natural Armor: +15

Senses: Darkvision 60 feet

Spell-like abilities: 3/day Darkness, Poison - 1/day Desecrate, Unholly Blight, Contagion,
Blasphemy.

Half-fiend
CR: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as
base creature +3.

Alignment: Any evil.

Type: The creatures type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: Gains dark vision 60 feet; immunity to poison; acid, cold, electricity, and
fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal
to creatures CR + 11 (maximum 35).

Speed: Unless the base creature flies better, the half-fiend flies at twice the base creatures
land speed (good).

Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size.

Special Attacks: A half-fiend gains the following.

Smite Good (Su) Once per day, as a swift action, the half-fiend can smite good as the smite
evil ability of a paladin of the same level as the half-fiends Hit Dice, except aecting a good
target. The smite persists until target is dead or the half-fiend rests.

Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative
number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day.
CL equals the creatures HD (or the CL of the base creatures spell-like abilities, whichever is
higher).

Table: Half Fiend Spell-like Abilities by Hit Die

Hit Dice Spell-like abilities


12 Darkness 3/day
34 Desecrate
5-6 Unholy blight
7-8 Poison 3/day
9-10 Contagion
11-12 Blasphemy
13-14 Unholy aura 3/day, unhallow
15-16 Horrid wilting
17-18 Summon monster IX
19-20 Destruction
Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on
the other three.

Undead
No Constitution score. Undead use their Charisma score in place of their
Constitution score when calculating hit points, Fortitude saves, and any special ability that
relies on Constitution (such as when calculating a breath weapons DC).

Darkvision 60 feet.

Immunity to all mind-aecting eects (charms, compulsions, morale eects,


patterns, and phantasms).

Immunity to death eects, disease, paralysis, poison, sleep eects, 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 eects.

Immunity to any eect that requires a Fortitude save (unless the eect also
works on objects or is harmless).

Not at risk of death from massive damage, but is immediately destroyed when
reduced to 0 hit points.

Not aected by raise dead and reincarnate spells or abilities. Resurrection and
true resurrection can aect undead creatures. These spells turn undead creatures back into the
living creatures they were before becoming undead.

Undead do not breathe, eat, or sleep.

Vampire
CR: Same as the base creature + 2.

Aligment: Any evil.

Type: The creatures type changes to undead (augmented). Do not recalculate class Hit Dice,
BAB, or saves.

Senses: A vampire gains darkvision 60 ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaected. As undead, vampires
use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and
resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by
the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a
vampire assumes gaseous form (see below) and attempts to escape. It must reach its con
home 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 eect. 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.

Weaknesses: Vampires 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 symbols. These
things dont harm the vampirethey merely keep it at bay. A recoiling vampire must stay at
least 5 feet away from the mirror or 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.

Vampires cannot enter a private home or dwelling unless invited in by someone with the
authority to do so.

Reducing a vampires hit points to 0 or lower incapacitates it but doesnt 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 destroys it utterly on the second
consecutive round of exposure if it does not escape. Each round of immersion in running water
inflicts damage on a vampire equal to one-third of its maximum hit pointsa vampire reduced
to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampires
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: Same as the base creature. If the base creature has a swim speed, the vampire is not
unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didnt have one. Damage for the
slam depends on the vampires 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
vampires HD + vampires 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.

Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1
bat swarms, or 2d6 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 vampire can create spawn out of those it slays with blood drain or
energy drain, provided that the slain creature is of the same creature type as the vampires
base creature type. 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 masters
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 become 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.

Dominate (Su) A vampire can crush a humanoid opponents will as a standard action. Anyone
the vampire targets must succeed on a Will save or fall instantly under the vampires influence,
as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At
the GMs discretion, some vampires might be able to aect dierent creature types with this
power.

Energy Drain (Su) A creature hit by a vampires 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.

Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf,
as beast shape II.

Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster
level 5th), but it can remain gaseous 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.

Spider Climb (Ex) A vampire can climb sheer surfaces as though under the eects of a spider
climb spell.

Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has
no Constitution score.

Skills: Vampires gain a +8 racial bonus on Blu, Perception, Sense Motive, and Stealth checks.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning
Reflexes, and Toughness as bonus feats.

Mythic Vampire
Mythic Subtype: A mythic vampire gains the mythic subtype, with a rank equal to half the CR
of the base vampire.

A mythic vampire gains additional abilities depending on the base vampires CR instead of the
mythic abilities it would get for having a rank. The mythic vampire gains all other benefits of
having the mythic subtype: ability score bonuses, bonus hit points, mythic feats, mythic power,
natural armor bonus, and spell resistance increase (if any).

CR: Adjust the base vampires CR according to its mythic rank (this template doesnt increase
the base vampires CR other than from the mythic rank). Note that a mythic vampires abilities
on Table: Mythic Vampire Abilities depend on the base vampires CR, not the final CR of the
mythic vampire.

Tier: A vampire with mythic tiers that becomes a mythic vampire loses its tiers (and all abilities
from those tiers) and gains abilities from the mythic vampire template, according to the base
vampires CR.

Negative Energy Focus (Su) A mythic vampires energy drain ability triggers once per
successful melee attack with melee weapons or natural attacks, up to a maximum of once per
round for every 2 mythic ranks the vampire has.

Overcome Weakness
If a mythic vampire begins its turn in an area of direct sunlight, it is nauseated (rather than
staggered), takes 10 points of damage, and loses its fast healing ability for that round. The
vampire is still destroyed on the second round. At higher ranks, it can overcome or ignore other
vampire weaknesses or aversions, as follows: garlic (4th rank), mirrors and holy symbols (6th
rank), invitation (8th rank), running water (10th rank).

Scabrous Claws (Su) As an immediate action, a mythic vampire can expend one use of mythic
power to grow claws on its hands, allowing it to make claw attacks or slam attacks. The claw
attacks deal the same damage as its slams (including energy drain) plus 1d6 points of bleed
damage.

The claws last for 1 hour or until dismissed by the vampire as a free action.

Channel Resistance (Su) At 3rd rank, a mythic vampires channel resistance increases to +8.
At 6th rank, it increases to +12. At 9th rank, it increases to +16.

Children of the Eclipse (Su) At 4th rank, a mythic vampire can use its children of the night
ability to call forth bat swarms, rat swarms, or wolves once per hour instead of once per day.
Once per day, the mythic vampire can use children of the night to call forth 2d6 ghouls or
1d6+1 shadows. At 7th rank, once per day the mythic vampire can use children of the night to
call forth 1d6 wraiths or mohrgs.

Mist Shapes (Su) At 5th rank, a mythic vampire can summon and sculpt mist into realistic
shapes as the major 220 image spell. A shape created in this way lasts for as long as the
mythic vampire can see and concentrate upon it. In areas of particularly dense mist, this ability
functions as mirage arcana instead of major image.

Mastermind (Su) At 6th rank, as a standard action a mythic vampire can see, hear, and speak
through the body of a creature it has dominated. The mythic vampire can use this ability
indefinitely on one creature at a time, as long as it and the creature under its control remain on
the same plane. A mythic vampire using this ability cant move, but is still aware of its
surroundings and can end this ability as a free action.

Telekinesis (Sp) At 6th rank, a mythic vampire can expend one use of mythic power to use the
spell telekinesis with a caster level equal to the mythic vampires CR.

Flight (Su) At 7th rank, a mythic vampire can expend one use of mythic power as an
immediate action to gain a f ly speed equal to double its base speed (perfect maneuverability)
for 1 hour. When it activates this ability, the vampire chooses whether to manifest bat-like
wings or to float unnaturally. If it manifests wings, it gains a bonus on Intimidate checks equal
to its rank. If it chooses to float, it gains a bonus on Stealth checks equal to its rank.

Create Mythic Spawn (Su) At 8th rank, a mythic vampire can expend one use of mythic power
when using create spawn to cause the victim to rise as undead in 1 hour instead of 1d4 days.
The mythic vampire can expend two uses of mythic power when using create spawn to create
a mythic vampire instead of a vampire spawn or non-mythic vampire.

Blood Omen (Su) At 9th rank, a mythic vampire can expend two uses of mythic power as a
standard action to drain blood from all creatures within 30 feet. Each creature must succeed at
a Fortitude saving throw (DC 10 + 1/2 the vampires HD + the vampires Cha modifier) or be
aected by the vampires blood drain ability. The mythic vampire gains the normal benefits of all
blood drained in this manner.
Eclipse (Su) At 10th rank, a mythic vampire can expend one use of its mythic power to blot out
the power of the sun in a 1-mile radius. This entire area is aected by the spell deeper darkness
for 1 hour. The mythic vampires can see through this darkness.

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