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Greater Vampire Template

By Kenneth Jensen A.K.A. Kenny26 kennygnu@hotmail.com

Vampires thrive on negative energy and the blood they drink. From time to time, it
happens that a vampire can become so strong that it may turn into a Greater
Vampire.
Its thirst keeps growing and it demands more power. At some point, a greater
vampire spots this. The ever so more hungry vampire is then put to a test, to see if
it is worthy of attaining the gifts of becoming a greater vampire. This test often
results in a battle between the greater vampire and the normal vampire. If the
normal vampire overcomes this task, it will draw power from the greater vampire.
The vampire will shortly after (only a few minutes) attain the strengths of a greater
vampire, and ultimately take on the greater vampire template.
The greater vampire that was defeated will most likely survive the battle and the loss
of energy (Regardless of immunities the greater vampire suffers all the effects of an
energy drain from a vampire, except that no save is required to regain lost levels)
and slowly regain its power.

Creating a greater vampire


“Greater vampire” is a template that can be added to any already existing vampire
race (referred to hereafter as the “base creature”).

It uses all the base creature’s statistics and special abilities except as noted here.
Hit dice: Same as the base creature’s
Speed: Same as base creature’s +10 ft. Greater vampires are extremely fast on
their feet, only adding to its fearsome reputation.
AC: Same as the base creature’s. Please note that a vampire has +6 natural armor
bonus.
Attacks: The greater vampire retains all the attacks of the base creature.
Damage: The greater vampire gains no additional attacks that can cause damage.
Special attacks: The greater vampire retains all special attacks that it had as a
normal vampire.
Special qualities: The greater vampire retains all of the base creature’s special
qualities and those listed below.

Faster regeneration (ex): Greater vampires have the ability to regenerate with
even faster speed than a normal vampire. Its regeneration rate increases to
10/round. This makes them more dreadful than ever, as they are almost impossible
to destroy.

Haste (ex): Greater vampires are known for the ability to burst out in a furious rage
of even greater speed then their standards. Treat this as a supernatural ability with
all the effects of haste. The ability functions at the vampires hit dice as its caster
level and can be used a total of 3 times per day.
If the vampire is close to being defeated (at 10% hit points or lower) it will
automatically burst into haste as a free action on its next turn. This counts towards
the vampire’s daily limit and will not be activated if the vampire has already used its
daily allotment. Due to the great amount of energy that is used during haste, the
vampire cannot use it more than once in every battle unless it successfully uses
blood drain on a living victim (see “Vampire” under templates on page 221 of the
Monster Manual).
Greater turn resistance (ex): The base creature’s turning resistance increases to
+6.

Saves: Same as the base creature’s.


Abilities: Increases from the base creature’s as follows: Str +2, Dex +2, Int +0,
Wis +0, Cha +0. As undead creatures, greater vampires have no constitution score.
Skills: Same as the base creature’s.
Feats: Same as the base creature’s.
Climate/terrain: Same as the base creature’s.
Organisation: Solitary, pair, gang (2-5), or troop (1-2 plus 2-5 vampires of at least
one level lower)
Challenge Rating: Same as the base creature’s +1
Treasure: Double coins, double goods, and triple items.
Alignment: Always chaotic evil.
Advancement: By Character class.
Greater vampire characters: ECL is the same as the base creature’s +1 (for a
total ECL of +4). For more information, see Vampire characters on page 222 of the
Monster Manual.

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