In the realm of Edrilia, vampires are a distinct and complex race, differing significantly from the traditional undead creatures of myth and lore. This race is divided into three broad categories: True Vampires, Lesser Vampires, and Bestial Vampires, each possessing unique traits and societal roles within their culture. The first vampires appeared in Edrilia during the middle of the Third Age, though the details surrounding their origins remain shrouded in mystery.
True Vampires are not dependent on blood for survival; instead, blood consumption serves only to induce euphoria, akin to the effects of alcohol or drugs in humans. While blood can temporarily enhance their physical and magical abilities, it is not a necessity for sustenance. However, Lesser and Bestial Vampires, created by True Vampires, do require blood to sustain themselves and to prevent debilitating withdrawal-like symptoms. For these lesser versions, blood also becomes a source of addiction, leading them to seek out more blood for power, often descending into monstrous forms as a result of their craving.
Despite their varied natures, all vampires are vulnerable to positive energy. True Vampires, as outsiders, are partially resistant to it, while Lesser and Bestial Vampires, as both undead and outsiders, are fully vulnerable to its effects. Positive energy can harm them and weaken their powers, with the effectiveness varying depending on the nature of the vampire.
True Vampires stand at the pinnacle of vampire kind. These beings are not only powerful but also the progenitors of all other types of vampires in Edrilia. True Vampires are formidable in their abilities, displaying strength, speed, and a mastery of dark magics that far surpass their brethren. Their dark magics include but are not limited to the power of transformation, invisibility, dominating minds, and even the ability to fly. Unlike the vampires of old tales, they are not undead but a race all their own. They are effectively immortal, with no limit on their lifespans, which adds to their mystique and dominance. Sunlight and silver, while irritants, do not pose serious threats to True Vampires, merely causing discomfort rather than harm. True vampires are not detectable by ordinary magical or divinatory methods but can be sensed by some animals. These True vampires are capable of turning other races into lesser vampires, although those they turn do not ascend to True Vampire status. Additionally, True Vampires possess deep knowledge in chemistry, genetics, alchemy, and engineering. This expertise enables them to create advanced devices and magics that are only operable by vampires.
Lesser Vampires are those created by True Vampires. While they share many of their creators' traits, such as enhanced physical capabilities and magical abilities, they are bound by greater weaknesses. The sun’s rays and silver cause them severe pain and injury, severely limiting their ability to operate freely in the world. Lesser Vampires are considered undead and outsiders, unlike their True Vampire creators, who are outsiders only. They often serve under True Vampires, forming a structured hierarchy that underpins vampire society. Their existence is a blend of blessing and curse, granted extraordinary powers but at the cost of significant vulnerabilities. Moreover, Lesser Vampires are more susceptible to becoming blood addicts, as the power they gain from drinking blood brings them one step closer to the formidable powers of their creators, the True Vampires. This struggle with addiction often leads to further complexities within their societal roles, as they seek greater power but risk losing themselves in the process.
Bestial Vampires are the third and most tragic of the vampire transformations. These creatures are the result of a flawed or incomplete transformation, typically occurring when a Lesser Vampire attempts to create another vampire or when a lesser lifeform is transformed. Bestial Vampires are considered both undead and outsiders. They are driven by primal instincts and lack the higher cognitive functions of their more fortunate kin. They are the most susceptible to the sun’s rays, which can severely harm or even destroy them. In appearance, Bestial Vampires are often monstrous, stuck mid-transformation between their original form and a bat-like creature. Many of these vampires possess large, leathery wings; while some are capable of true flight, others, too heavy to fully take to the air, can only manage to glide. Additionally, Bestial Vampires are known for their violent and territorial nature, making them fearsome and unpredictable foes.
Vampire society in Edrilia is shrouded in secrecy, with its members operating from the shadows. They have their own codes, ethics, and governance, which can vary dramatically between different vampire clans. Each clan is distinguished by its unique symbols and heraldry, reflecting their ancient heritage and the mystical powers of their founders. Their society is structured with complex rituals and ceremonies, including the “Night of Descent,” an event that honors the arrival of the first vampire to Edrilia and marks a significant celebration within their culture. Their society also possesses its own currency, known as "Nocturnes," which are coins minted from a rare mineral that absorbs light. Architecturally, vampire enclaves are marvels of dark aesthetics, combining Gothic elements with protections imbued by their most powerful sorcerers to ward off intruders. Vampires have their own complex and developed language, which has no common roots with other languages in Edrilia, making it unique and indecipherable to outsiders. Although many vampires look down upon other races as lesser beings destined to be ruled, this view is not universally held among all vampires, indicating a diversity of perspectives within their ranks. Additionally, there are rumors of a great city named Dargav, located deep in the deserts of Kredes, obscured by a unending magical sandstorm where the oldest vampires live in seclusion, away from the prying eyes of the world and even their own kind. This city is said to be a place of immense power and forbidden knowledge, only accessible to those who know its secrets.
Lesser Vampires are those created by True Vampires. They retain many of their creators' traits, but also bear greater weaknesses, notably the vulnerability to the sun’s rays, positive energy, and silver. Lesser Vampires often serve True Vampires and are typically bound to their commands, forming a structured hierarchy in vampire society.
Alignment: Any
Type: The creature becomes Undead (Augmented Humanoid, Native Outsider)
Senses: A lesser vampire gains darkvision 60 ft.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Lesser Vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).
Ability Score Adjustments: Str +2, Dex +2, Int +2, Wis +2, Cha +2; As an undead creature, a vampire has no Constitution score.
Vital Force: You do not have a Constitution score.
You are healed by negative energy and harmed by positive energy.
Despite this, you are not immune to Fortitude-based effects, poison, disease, or fatigue unless otherwise stated. Your undead body is powerful, but still vulnerable to many mortal afflictions.
Use Charisma in place of Constitution to determine.
Bonus hit points per Hit Die
Fortitude saving throws
DCs of any abilities that would normally rely on Constitution
Armor Class: The Lesser Vampire gains a +2 bonus to its natural armor. Additionally, for every 3 HD the Lesser Vampire possesses, it gains an additional +1 bonus to its natural armor.
Channel Resistance: +4 (increases to +8 at HD 8)
Damage Reduction (DR): 5/silver (increases to 10/silver at HD 8)
Resistance: Cold 5, Electricity 5 (increases to Cold 10, Electricity 10 at HD 8)
Altered Mind: Lesser vampires are still emotionally reactive. They are not immune to fear or morale effects, though they are immune to other mind-affecting effects such as charms, compulsions, patterns and phantasms.
Immunities: Altered Mind, Death effects, and Nonlethal damage.
Melee Attacks: A Lesser Vampire gains 2x claw attacks if the base creature didn’t have one. Damage for the claws depends on the Lesser Vampire’s size(1d4 for medium). Its claws also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Energy Drain (Su): A creature hit by a Lesser Vampire’s claws (or other natural weapon) gains one negative level. This ability only triggers once per round, regardless of the number of attacks. There is no initial save. After 24 hours, the target can make a Fortitude save (DC 10 + 1/2 the Lesser Vampire's HD + Cha modifier) to prevent the negative level from becoming permanent. On a failed save, the negative level becomes permanent.
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.
Blood Types: Vampires gain various abilities based on the type of blood they consume.
Charm (Su): As a standard action, the Lesser Vampire can use a gaze attack to charm a single target within 30 feet. The target must make a Will saving throw (DC 10 + the Lesser Vampire’s Charisma modifier). On a failed save, the target is charmed for 1 hour. A lesser vampire can use this ability 1 per day per HD. This is a mind-affecting effect.
Fast Healing: A Lesser Vampire gains fast healing equal to half its HD (maximum of 5 at HD 10). If reduced to 0 hit points in combat, the Lesser Vampire can assume gaseous form (see below) to attempt to escape. This ability is only available if the Lesser Vampire has 4 HD or greater. It must reach safety within 2 hours or be utterly destroyed, traveling up to 9 miles in that time. Additional damage dealt to a vampire forced into gaseous form has no effect.
Once in a safe place, the Lesser Vampire reforms and is helpless. It regains 1 hit point per hour for 8 hours, after which it is no longer helpless and resumes healing at its normal rate (fast healing equal to half its HD, up to a maximum of 5).
Change Shape (Su): A Lesser Vampire can use Change Shape to assume the form of a bat or wolf, as per Beast Shape I, with no duration limit. At HD 8, the Lesser Vampire can assume the form of a dire bat or dire wolf instead, as per Beast Shape II.
Gaseous Form (Su): A Lesser Vampire can assume gaseous form as a standard action when it reaches 4 HD or greater. While in gaseous form, the vampire has a fly speed of 20 feet with perfect maneuverability and can remain gaseous indefinitely. This ability can be used at will.
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 effects of a spider climb spell.
Create Vampire (Su): A Lesser Vampire can create others out of those it slays with Blood Drain or Energy Drain, provided that the slain creature’s HD is less than half the Lesser Vampire’s own HD(Minimum of 1). The act of turning a creature into a vampire is a full-round action. The Lesser Vampire must feed the dying or dead creature some of its own blood to complete the transformation. Once the blood is consumed, the victim must make a Will saving throw (DC 20 - creator’s HD) to avoid becoming a Bestial Vampire.
On a failed save, the victim becomes a Bestial Vampire instead of a Lesser Vampire. A Bestial Vampire is a twisted, monstrous form that lacks the intelligence and higher functions of normal vampires. It is free-willed and not bound to the Lesser Vampire’s command. However, despite being free-willed, Bestial Vampires view vampires as their allies and creators. It is not uncommon for Bestial Vampires to serve their creators willingly.
If the Will save is successful, the victim rises in 1d4 days as a Lesser Vampire. The newly created Lesser Vampire is under it's creator's command and remains enslaved until its master is destroyed.
A Lesser Vampire can enslave no more than twice its HD in lesser Vampires. Any vampires it creates that would exceed this limit become free-willed. A Lesser Vampire may free an enslaved Vampire to create a new one, but once freed, the Vampire Spawn cannot be re-enslaved.
Create Thrall (Su): A vampire can create a thrall from a willing humanoid creature with an Intelligence score of at least 4 by binding them through blood. To create a thrall, the vampire must drain a small amount of blood from the target (typically 1d4 points of Constitution damage) and, in turn, give a small amount of their own blood to the target. This process creates a blood bond, binding the humanoid to the vampire.
The thrall gains minor enhancements in exchange for their service, such as:
Increased Health: The thrall gains +2 hit points per Hit Die (maximum +10) for the duration of their servitude.
Enhanced Perception: The thrall gains a +2 bonus on Perception checks.
Minor Resistance: The thrall gains resistance 5 to one damage type (chosen when the thrall is created; e.g., fire, cold, or electricity).
Gained Knowledge: The thrall gains proficiency in one skill or weapon (chosen by the vampire) that they did not have before.
The thrall is bound to the vampire, and while they retain free will, their loyalty to the vampire becomes deeply ingrained, as they feel a compulsion to serve and protect the vampire. A thrall can choose to break the bond if they succeed on a Will save (DC 10 + 1/2 the vampire's HD + the vampire's Charisma modifier), but they suffer 1d6 points of Constitution damage each time they try to break the bond.
A thrall can serve the vampire indefinitely, but the bond can only be created once per individual humanoid. The vampire may only maintain a number of thralls equal to their Charisma modifier (minimum of 1). If a thrall is slain or freed, the bond is broken, and the thrall returns to their original state, losing the benefits provided by the vampire's blood
Feats: Lesser Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
Skills: Lesser Vampires gain a +4 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks. At 8 HD, this bonus increases to +8.
Blood Dependency: The Lesser Vampire must feed on blood at least once every 3 days or it begins to lose its powers. If it fails to feed within this period, the Lesser Vampire becomes weakened, suffering a -2 penalty to all attack rolls, saving throws, and skill checks until it feeds. Additionally, vampires that have not fed lose their fast healing ability, as well as any other abilities tied to feeding, until they regain sustenance.
Dead Man’s Blood (Ex): Drinking the blood of a deceased creature acts as a potent poison for a vampire. When a Lesser Vampire consumes the blood of the dead, it must immediately make a Fortitude saving throw (DC 15 + 1 per HD of the deceased creature). On a failed save, the vampire suffers 2d6 points of damage to their current hit points and becomes nauseated for 1 hour. On a successful save, the vampire suffers 1d6 points of damage to their current hit points and becomes sickened for 1 hour. This poison applies regardless of how long the creature has been dead, whether it has been mere moments or several hours. During this 1-hour period of nausea or sickness, the vampire loses access to its Fast Healing, Change Shape, Gaseous Form, and Spider Climb abilities. These abilities are restored once the hour of nausea or sickness ends. If the Lesser Vampire chooses to feed on dead blood, they gain no sustenance, and they suffer these effects each time they consume such blood.
Garlic Aversion: The strong scent of garlic is inherently repulsive to lesser vampires, causing them to become immediately sickened with no saving throw. Prolonged exposure or physical contact with concentrated garlic (such as crushed cloves, garlands, or paste) may nauseate the vampire.
Effect: Fortitude save (DC 20) or become nauseated for 1 round per round of contact. A successful save reduces this to sickened for the same duration. Vampires may attempt a new save each round of exposure.
Living Weaknesses Retained: Poison, Disease, Paralysis, Sleep effects, Stunning, Exhaustion, and Fatigue.
Positive Energy Vulnerability: The Lesser Vampire takes half again as much damage (+50%) from positive energy.
Silver Vulnerability: The Lesser Vampire takes half again as much damage (+50%) from silver.
Sunlight Vulnerability: The Lesser Vampire takes 1d6 points of damage for every round it is exposed to direct sunlight. If it fails a Fortitude save (DC 15), it takes 2d6 points of damage instead. It suffers a -2 penalty to all attack rolls and saving throws while in sunlight.
Lesser Vampires are often the enforcers or soldiers of True Vampires and serve to maintain order within the vampire hierarchy. Many Lesser Vampires seek power or independence, but their struggle with blood addiction and their more significant vulnerabilities can make this difficult.
Duration of Powers: All Blood Powers last for 1 hour per Hit Die of the creature fed upon.
No Stacking Effects: These abilities do not stack. If a vampire consumes blood from creatures with different blood types, they only gain the effects of one blood type per feeding. Multiple consumptions do not stack the abilities, and only the effects of one type are active at any given time.
Blood Quality Requirement: Blood from creatures with fewer than half of the vampire's HD does not grant any powers or bonuses. For example, a vampire with 10 HD would not gain any blood power from a creature with fewer than 5 HD, regardless of its blood type.
Commoner Blood: Commoners provide no additional powers or abilities beyond basic sustenance. They simply serve to keep the Lesser Vampire nourished.
Noble Blood (NPCs with Noble bloodlines): Nobles grant unique benefits that are specific to their bloodline. These benefits can vary depending on the noble's family history and status, and may grant abilities like influence over others, leadership traits, or even specific powers tied to the bloodline's legacy.
Other Humanoids: Humanoids not classified as Commoners or Nobles provide bonuses based on their highest ability score. These bonuses are applied as follows:
Bonus: +4 Strength
Bonus: Gain an extra attack at full BAB during a full-attack action.
Bonus: +4 Dexterity
Bonus: +2 dodge bonus to AC
Bonus: Gain the use of the Mobility feat
Bonus: +4 Charisma (Only for the purposes of HP and Fort)
Bonus: +20 temporary hit points
Bonus: +4 natural armor bonus
Bonus: +4 Intelligence
Spell-Like Abilities: (caster level equals HD, DC = 10 + CHA modifier + 1/2 HD)
Command: At-will
Invisibility: At-will
Vampiric Touch: 1/day per HD of the creature fed upon
Bonus: +4 Wisdom
Bonus: Gain a bonus to all saving throws equal to your Wisdom modifier.
Bonus: Gain DR 10/Opposing Alignment of victim
Example: A vampire feeding on a Good Cleric would gain DR 10/Evil, or a vampire feeding on an Evil creature would gain DR 10/Good.
Bonus: +4 Charisma
Bonus: Gain a +2 bonus on all skill checks and saving throws.
Spell-Like Abilities: (caster level equals HD, DC = 10 + CHA modifier + 1/2 HD)
Charm Person Mass (Su): As a standard action, the Lesser Vampire can use a gaze attack to charm a number of humanoid creatures within 30 feet, as per the Charm Person Mass spell. The Lesser Vampire can affect a number of humanoids whose combined Hit Dice do not exceed twice the Lesser Vampire’s HD. If there are more potential targets than can be affected, the Lesser Vampire can choose which targets to charm, one at a time, until the limit is reached. If only one target is chosen, the HD limit does not apply. Each affected creature must make a Will saving throw (DC 10 + the Lesser Vampire’s Charisma modifier). On a failed save, the target is charmed for 1 hour. This is a mind-affecting effect. The Lesser Vampire can use this ability once per day.
Warped Body (Ex): Gain the ability to stretch your limbs and body unnaturally. As a swift action, you can extend your limbs up to 10 feet, allowing you to make a melee attack or grapple with reach. However, you do not threaten the area within the extended reach.
Mind Shatter (Su): Once per 2 HD of the creature fed upon, as a standard action, you can unleash a psychic blast that forces all creatures within a 20-foot radius to make a Will save (DC 10 + 1/2 HD + Charisma modifier) or be confused for 1d4 rounds. Creatures that succeed on the save are unaffected.
Telepathy: Gain telepathy 30 feet. This allows you to communicate mentally with creatures of any intelligence, regardless of language barriers.
Enhanced Senses: Gain the scent ability and a +10 racial bonus on Perception checks.
Feral Agility: +4 to Dexterity and +10 feet movement speed.
Savage Endurance: Gain a +2 bonus on saving throws against poisons and diseases.
Elemental Affinity (Ex): Gain resistance 10 to one element associated with the outsider’s subtype (e.g., fire for a Fire Elemental, cold for a Water Elemental).
Planar Sense (Su): You can sense the presence of creatures from other planes within 60 feet of you, as if you were under the effects of a detect evil spell, but you can also detect neutral outsiders.
Unnatural Endurance (Ex): You gain a +2 bonus on Fortitude saving throws against environmental hazards and extreme conditions (e.g., extreme heat, cold, etc.).
Draconic Might: +4 Strength, +4 Charisma.
Draconic Immunity: Gain immunity to one type of damage that matches the dragon's breath weapon (fire, cold, acid, etc.).
Dragon's Presence: Once per day, you can use Frightful Presence as a free action, affecting creatures in a 30-foot radius (Will save DC 10 + 1/2 HD + Charisma modifier negates).
Fey Charm: Roll twice on all Charisma-based skill checks and take the more favorable result.
Fey Step: Use Windy Escape as a spell-like ability once per HD of the creature fed upon.
Unnatural Beauty: You gain a +2 racial bonus to all Charisma-based skill checks on a character that is (or could be) sexually attracted to you
Bestial Fury: Gain +2 Strength, +2 Dexterity, and +2 Constitution.
Magical Prowess: Gain a +2 bonus on attack rolls with natural attacks and a +2 bonus on damage rolls with natural attacks.
Keen Reflexes: Gain a +2 bonus on Reflex saves and the ability to act during surprise rounds, even if caught flat-footed.