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Pathfinder

Compendium

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Vampire

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This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.

Bloodline undead

Vampires are undead humanoid creatures that feed on the blood of the living. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.

Creating a Vampire

“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature's stats and abilities except as noted here.

CR: Same as the base creature + 2.

AL: Any evil.

Type: The creature's 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 unaffected. 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 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.

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 don't harm the vampire—they 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 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 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 points—a vampire reduced to 0 hit points in this manner is destroyed. 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 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 didn't have one. Damage for the slam depends on the vampire's size (see Natural Attacks). 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 Qualities: A vampire gains the following.

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 Bluff, Perception, Sense Motive, and Stealth checks.

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

Vampire Spawn

A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn's statistics are identical to those of a wight, save for the following changes.

Attributes

AC
23, Touch 17, Flat-footed 18 (+2 Deflection, +4 Dex, +1 Dodge, +6 Natural)
Alignment
Ce
Base Atk
+4
Bloodline Spell-Like Ability
(Cl 8th, +7 Touch); 11/day—grave Touch
CMB
+7
CMD
24
CR
CR 9
Cha
26
Con
&Mdash;
Creature Type
Undead (Augmented Humanoid)
DR
10/magic And Silver
Defensive Abilities
Channel Resistance +4
Dex
18
Environment
Any
Feats
Alertness B , Blind-fight , Combat Casting , Combat Reflexes B , Dodge B , Eschew Materials , Extend Spell , Improved Initiative B , Lightning Reflexes B , Silent Spell , Still Spell , Toughness B , Weapon Finesse
Fort
+13
HP
102 (8d6+72); Fast Healing 5
Immune
Undead Traits
Init
Female Human Vampire Sorcerer 8 Ce Medium Undead ( Augmented Humanoid ) +8
Int
14
Languages
Abyssal, Common, Draconic
Melee
Slam +8 (1d4+4 Plus Energy Drain )
Monster Class
Female human vampire sorcerer 8
Organization
Solitary Or Family (Vampire Plus 2-8 Spawn)
Racial Modifiers
+8 Bluff ,+8 Perception , +8 Sense Motive , +8 Stealth
Ref
+11
Resist
Cold 10, Electricity 10
SQ
Change Shape (Dire Bat Or Wolf, Beast Shape Ii ), Gaseous Form, Shadowless, Spider Climb
Senses
Darkvision 60 Ft.; Perception +13
Size
Medium
Skills
Bluff +27, Knowledge (Arcana) +13, Knowledge (Religion) +10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Use Magic Device +19
Sorcerer Spells Known
(Cl 8th, +8 Ranged Touch) 4th (5/day)— Greater Invisibility 3rd (5/day)— Dispel Magic , Fireball (Dc 21), Vampiric Touch 2nd (8/day)— False Life , Invisibility , Scorching Ray , Web (Dc 20) 1st (8/day)— Burning Hands (Dc 19), Chill Touch (Dc 19), Disguise Self , Expeditious Retreat , Mage Armor , Magic Missile 0— Acid Splash , Detect Magic , Light , Mage Hand , Mending , Message , Open/close , Read Magic
Special Attacks
Blood Drain, Children Of The Night, Create Spawn, Dominate (Dc 22), Energy Drain (2 Levels, Dc 22)
Speed
30 Ft.
Str
16
Treasure
Npc Gear ( Cloak Of Resistance +3, Headband Of Alluring Charisma +4, Ring Of Protection +2)
Weaknesses
Vampire Weaknesses
Will
+12
Wis
16
XP
6,400
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