From D&D Wiki
In the dead of night a lone woman walks the dark streets to get home, she hears whispers in the night and foot steps all around her. She panics and runs as fast as she can frantically looking behind to see who is following her, as she turns a corner she runs into a tall man she is knocked to the ground feeling as if she has it a brick wall. she looks up at the stranger, she only see's blood red eye's. Fear, true blood chilling fear fills her to her very core, and yet she feels safe as if she has run into a long lost loved one. Unsure what to do she sit's on the ground trying to decide to either flee or stay, the man offers her his hand to help her up. She hesitantly takes it, slowly he pulls her to her feet and draws her into his arms. Drawing her near, he shifts her head to the side exposing her neck. Unable to withstand the thirst anymore he tears into her throat with his razor sharp fangs draining her body dry, not a drop left. The vampire, feared lords of the night, masters of shadow.
Creating a Vampire
All vampires are evil, while breaking the laws of nature in some ways they are limited to follow their own habits. Vampire cannot cross running water without being carried, they must be invited into homes that are privately owned, they must count all seeds or grains of rice thrown in front of them, they cannot pass up untying knots in rope and day light will burn them to death unless they wear hooded capes or something to cover any exposed skin.
Ability Score Increase. Your Charisma is increased by 2, your strength increased by 2
Age. Vampires are immortal until killed.
Alignment. Due to their nature, Vampires are always deemed as evil.
Speed. Your base walking speed is 40 feet.
Darkvision. As a creature of the night you have superior vision in the dark and dim conditions. You can see in dim light within 60 of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Shadows Embrace. You have resistance to Necrotic, slashing, and blunt damage, /5.
Dark seduction. When persuading someone of the opposite sex you gain an advantage over them bending them to you're will, +1d8 to you're roll.
Cold Blooded. Vampires have an additional resistance to the cold and any magical abilities involving it, /5.
Regeneration. Vampires regenerate 5hp/round.