Return to the Time of Troubles
ampires are undenyably the most noble of all undead. While at first some of their powers may not seem to be as formidable as some other Noble Dead, one can be assured this is not the case in the least. In fact some go so far above even simple vampirism to become vertable Lords of Vampires. Vampiric undeath comes with many compensations that make it well worth the journey.
However one must always be aware of their vunerabilities. Sun is a bane of lesser vampires causing them to weaken and even die if exposed to it for too long. …..
The book goes on to list the following information on Vampires:
For all their power, vampires have a number of weaknesses.
- Repelling a Vampire
Vampires cannot tolerate the strong odor of garlic and will not willingly enter an area laced with it. Similarly, they recoil from a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a holy man holding the symbol of his faith and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
- Slaying a Vampire
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
Abilities and Powers
Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable. A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10,
- Blood Drain
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.
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 dominate 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
Living creatures hit by 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.. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.
- Fast Healing
A vampire spawn 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, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin 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 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.
- Change Shape
A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
- Gaseous Form
As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
- Spider Climb
A vampire spawn can climb sheer surfaces as though with a spider climb spell.