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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.
“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.
Senses: A vampire gains Darkvision 60 ft.
Armor Class: Natural armor improves by +6.
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.
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 Qualities: A vampire gains the following.
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.