Werepyre (3.5e Race)
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Werepyres are a proud people who respect the elders of their tribes. Werepyres tend to be very spiritual in regards to nature and tend to be very ritualistic in their practices and daily routines. A creature's race has no significant meaning to a werepyre and would fight along side any creature they found worthy of their help. A creature worthy of a werepyre's help is one that doesn't want to harm nature or any living creature within nature that has not made a harmful action against that creature.
Werepyre's tend to not learn or willingly speak in other languages, but will do so if they must communicate with another race and there is no other means of communication. They would rather have the creature speak in their tongues.
 Physical Description
The average height of werepyres varies from 4'8" to over 6', the average weight varies from 150 to 300 pounds. Females tend to be lighter and more shapely than males. Werepyres eye color varies ranging from dark blues to bright reds giving them a feral look in their eyes. Females tend to have softer colors. Werepyres physically look human besides one or two features such as feral eyes, longer arms and legs, a tail, animalistic ears, slightly pointed ears, or fangs. These features come about from their heritage from being children of Vampires and Werewolves. The feature vary depending on the parents, and how much of each side is present in them.
For instance, a more vampire-like werepyre would look human other than having fangs, pointed ears or an even more extreme feature like skin tone and being overly thin. A more werewolf-like werepyre would have longer arms and legs, a tail or animalistic ears to the more extreme of being covered with a thin layer of fur.
Werepyres get along with others races well enough. Due to their more primitive way of life, they are not comfortable inside large cities that are walled. They get alone with most races that do not harm nature willingly or passively and will aggressively attack whomever they see doing so. Werepyres tend to be around each other more but when they do venture away from their home, the forest folk and mountain folk are where they are most likely to be found.
Most werepyres live in dense forest to wide spread savanna. This all depends on where their lycanthrope side came from and this also details what aspects of the lycanthrope are visually present. This means that those resembling more human qualities will live closer to other races, this does not mean they will live with them so to say but they will interact. A common village for the werepyre is comprised of very mobile housing much like a tepee or a permanent housing arrangement. Either way, the homes are constructed with fallen trees and the skins of the animals that have been killed for food. The homes are constructed in no particular fashion, each home has the name of the family tattooed into the hide. Roughly in the center of the encampment a large fire pit is created by using larger stones to ring it off, this is usually created for the Autumn and Winter seasons. In the Spring and Summer seasons each family will have a small fire a few feet from their home to cook on. The Chief Sacren (described below) has a very decorated home that is also placed roughly in the center of the village.
Werepyres are nature worshipers, tend to hold complex rituals in mass numbers to celebrate the changing of the coming season. The celebration usually consist of a festival and a blessing by the Sacren as each season approaches. Each festival last 4 days. Werepyres view of death is a return to nature, a giving of energy back to the wild. Werepyre do not die of old age. Rather once they reach 1000 years in age they pass on leadership to one deemed worthy. Whom is usually one of the apprentices of the current chief Sacren, the current religious leader of a tribe of werepyres who runs the rituals. Once the duty is passed on, the former Sacren goes to the matsutta-mori forest and preforms one last ritual that concludes by impaling their chest with a sacred silver dagger. This dagger is created by the smiths of the tribe and blessed by the goddess during creation, this will be evident by spiral markings created during the forging process.
Werepyre, Sylvan, Abyssal, Infernal
Names of Werepyres tend to be based off the season they were born in usually Spring or Summer, but there are those born in Autumn and Winter, also animal names are used.
Common Spring and Summer names are: Robin, Sparrow, Hawke, Baird, Rain, Blossom,Riven
Common Autumn and Winter names are: Leif, Wolfe, Snowe, Flair, Cole, Crystal, Coni
 Racial Traits
- +6 Strength, +4 Dexterity, +6 constitution, +2 Wisdom,: Werepyres are Strong and Agile, but also have skills aside from natural instinct.
- Outsider (Native): A Vampire and Lycan are neither outsiders, however, due to the infusion of abyssal energy, the werepyre's creation was possible.
- Werepyre base land speed is 30 feet
- Bite': A werepyre has a natural bite attack which does damage equal to the creature's unarmed strike.
- Blood Drain: If pinning an opponent, the Werepyre can make a bite attack that does 1d4 Constitution damage each round, the vampire gains 5 temporary hp each point, and input a venom which will paralyze the victim . If you do not drain at least 5 Constitutions point of Blood each day from a living creature, you take -2 INT and +2 STR (FortNeg, DC 15 + number of days since you last drunk). If you still do not drink, for every day you take -2 INT and +2 STR until you will become your mortal race
- Alternative Healing (Ex): Feeding off the undead nature of a Werepyre, the effects of positive and negative energy on a werepyre are reversed.
- Drain Lycanthropy (Su): Any Lycanthrope hit by Werepyre’s bite attack in animal form must succeed on a DC 15 Fortitude save or lose lycanthropy. The Lycanthropy is passed on to the Lycanthropy Vampire (it can now change shape into that animal). A character may deliberately fail this roll to lose lycanthropy.
- Curse of Lycanthropy (Su): Any humanoid or giant hit by a Werepyre’s bite attack in animal form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. The Lycanthropy passed on is chosen by the Lycanthropy Vampire.
- Damage Reduction (Su): A Werepyre has damage reduction 5/silver and magic. A Werepyre’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
- Alternate Form (Su): A lycanthrope can assume the form of a specific animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. Changing to or from animal form is a standard action. It also gains any special qualities of the creature form it is in. Also is able to enter a powerful werewolf like creature form for a minimal amount of time making him immune to death.
- Lycanthropic Empathy (Ex): In any form, Werepyre can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
- Life Blood (Ex): As a Lycanthropy Vampire ages he shall get stronger with every passing year, while gaining more abilities as well as his old abilities get stronger, when he gets strong enough he will naturally ascend to Demigod like power and continue all the way until he gets to greater deity like power, and does not die of old age. This why because the werepyres body is made up of life and death energies, making him a aberration
- Werepyres are immune to mind effecting abilities, poisons, and diseases
- Werepyres have an immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects
- Blood Drain: If pinning an opponent, the Werepyre can make a bite attack that does 1d4 Constitution damage each round, the vampire gains 5 temporary hp each point, and imput a venom which will paralyze the victim . If you do not drain at least 5 Constitutions point of Blood each day from a living creature, you take -2 INT and +2 STR (FortNeg, DC 15 + number of days since you last drunk). If you still do not drink, for every day you take -2 INT and +2 STR until you will become your mortal race
- Blood Rage: A Werepyres has the ability to enter a state where he gets +12 Strength, +8 Dexterity,+10 Constitution, and +2 regeneration, but he must pass a will save in order not to attack his allies and can only do this once a day, may be unwillingly invoked around large pools of blood or when under great stress or life threatening condition and as the Werepyre ages the blood rage will become stronger and more in control as the Werepyre ages
- Charm Gaze: by making a gaze attack against a target within 30’ as a Free Action, the target is affected by Charm
Monster, using the Werepyre's HD as Caster level. (WillNeg). If the target’s save is successful, he/she is immune to this Werepyre's Charm Gaze for 24 hours.
- Dark Metamorphosis (Sp): This spell does not count as one of the limited spell a Werepyre can know. It counts as a Level 1, so it only costs 1 MP. With this spell any blood the dhampir touches is absorbed by their body just as if they had used their fangs. Also when a Werepyre gets older he will have the ability to just point at a person to suck the blood out of them when they just want to.
- Hellfire (Sp): This spell courts as a 1st level spell, so it only costs 1 MP. It sends out one to three firebolts doing a total of 1d6 fire damage per two levels. It is a ranged touch attack. When a Werepyre becomes older his hellfire ability will become inextinguishable (unless the Dhampir wants it extinguished) and will disintegrate any thing it touches.
- Summon Spirit (Sp): This spell counts as a Level 3 spell, so it costs 5 MP to cast. It summons a spirit that does 1d8 damage per three levels. Once summoned, the spirit can take a action the next round, until the battle is over. He will be able to also summon the spirits of people he has killed in the past and the spirits ancestors. It has an AC of 10 plus the dhampir's level. It has the same BAB and half the HP that the Werepyre does. It is treated like a creature with incorporeal as a subtype. The only way it can attack is to pass though the victim doing magic type damage. It can say on the same target or can switch targets as the caster wishes.
- Domination (Su): As base vampire, except that a Werepyre can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level. When the Werepyre gets older he will be able to dominate a person with just his voice no matter how strong the victim's will is and however long he wants no matter how far away, the only way to break the domination is to kill the Werepyre
- Energy Drain (Su): As base vampire, but a living creature hit by a Werepyre's slam attack takes 3 negative levels.
- Telekinesis (Su): A Werepyre can use telekinesis at will.
- Fast Healing (Ex): As base vampire, but a Werepyre heals 12 hit points each round.
- Cold and Electricity Resistance 5
- There is a 6% chance per Hp that the Werepyre will rise as a Werepyre Scourge on death, the only way to permanently kill a Werepyre is too cut of its body parts, burn each one, soaked the ashes in water and seal each body parts in separate locations
- Every level the Werepyre gets a +2 to resist electricity and a +3 to resist cold
- Uncanny Dodge (Ex): At 2nd level, Werepyre retains his Dexterity bonus to AC, even if he is caught flat-footed or struck by an invisible attacker.If a Werepyre already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
- 'Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects
- Racial Hit Dice: A Werepyre begins with five levels of monstrous humanoid, which provide 5d10 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4
- Racial Skills: A Werepyre monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Search, and Spot. A Dhampir has a +2 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks.
- Racial Feats: A Werepyre monstrous humanoid levels give it four feats.
- Uncanny Dodge (Ex): At 2nd level, a Werepyre retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Werepyre already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
- Shape shifting (Su): A Werepyre can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The werepyre can use this power at will as a move-equivalent action. The Werepyre can change from one animal shape to another without having to revert to its humanoid form and is able to take a humanoid version of the animal he transform to. Also can go into a were-bat form that looks like a gargoyle, For when he gets older a Werepyre will get the ability to change from more than just animals, he will be able to transform into other people and other races, while having the memories, skills, and powers of the single person he shape shifts into. For if he masters his shape-shifting ability he will be able to mix and match parts of different creatures he has drained and transform into things that are usually impossible
- Children of the Night (Su): As base vampire, but the creatures summoned forth serve the Werepyre until released. Further, the Werepyre can sense through the senses of any such commanded creatures, and communicate emphatically with them, to a range of 10 miles.
- Control Weather (Sp): A Dhampir can cast either control weather or fog cloud at will such as making a hurricane appear or a tornado from the skie.
- Control elements: A werepyre has control over all the elements and vegitation around him
- Create Spawn (Su): As base vampire, but Werepyre create only undead slaves, never vampire spawn. The new undead is enslaved to the Werepyre until its master's death, and the willpower of the Dhampir is too strong to allow it to break free of its enslavement.
- Damage Reduction (Ex): A Werepyre is extremely tough; it has damage reduction 20/+3.
- Telepathy (Su): A Werepyre can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile.
- Blood Mimicry: When a Werepyre gets older he will get a unique ability to call forth the memories, skills, and powers of the victim he has drained, He can also take the persons form when calling the past victim forth. Also he must drain the victim completely in order to keep their powers and depending on the amount of blood he has drunken, he will only hold onto the victims powers and memories for a while before disappearing
- Blood Rush (Ex): When a Werepyre consumes a pint of blood, they go gain a surge of power. They gain an untyped bonus of +5 to any physical ability score for a number of rounds equal to half their total hit dice.
- Transfusion (Ex): If a Werepyre uses a full round action, they may use the Transfusion ability rather than Create Spawn. The Werepyre puts some of his blood back into the body of his victim. Doing so drains the Werepyre of any temporary hit points he gained from that victim, and the victim becomes a Werepyre with his constitution score fully restored. The Werepyre cannot use this ability more than one minute after his victim's constitution is reduced to 0 or below. A Werepyre can turn an undead vampire or vampire spawn into a living Werepyre by allowing them to drain him of some of his blood for one round. (The Werepyre is not subject to ability damage, so his constitution is not damaged in this process.) A Werepyre has no master.
- Metabolism Control (Ex): Dhampirs have an unlimited life span, do not age, but are alive, so their bodies still grow. Cutting off their hair or nails would only cause them to regenerate, so vampires have control over the growth of their anatomy. As 1 action, a vampire can change the length of his nails, hair, and/or canine teeth. They often use this ability to hide their claws and fangs until they're ready to strike a victim and expose what they really are. The vampire can also stop breathing, make their hearts stop, etc. They also for a short amount of time can increase his physical stats by however he chooses giving him a short time to become stronger than he really is.
- Strength Bonus (Su): A number of rounds per day equal to 6 plus the Werepyre's constitution modifier, a Werepyre's may increase his strength by plus 1 per level. These rounds need not be consecutive.
- Super Immortality (Ex): The Werepyre has no maximum age. He takes no penalties for aging, and any penalties he once had are negated. If a living vampire chooses to do so, his soul may return to his body upon being killed. Also the Dhampir as he ages he gains +5 strength. +5 constitution, and +5 dexterity every year
- Speed Enhancement (Ex): A Werepyre outstanding speed gives him a +4 competence bonus to melee attack rolls, ranged attack roll with thrown weapons, armor class, and reflex saves. When he gets older all those increase +5 every year
- Scent (Ex): Werepyre can use the scent ability to track, and have a +8 racial bonus to alchemy. This increases +1 every year
- Darkvision (Ex): Werepyre have darkvision with a range of 120 ft.
- Low-Light Vision (Ex): Werepyre have low-light vision.
- Regeneration (Ex): A Werepyre has regeneration double to his constitution score. Even though they are immune to subdual damage, regeneration is the only exception. A lost appendage regenerates after one full round.
- Immunity (Ex): Werepyre are immune to cold, electricity, and sonic damage.
- Resistance (Ex): Werepyre have fire and acid resistance equal to their level.
- Undead Characteristics (Ex): Werepyre are immune to poison, sleep, paralysis, stunning, disease, death effects, death from massive damage, and necromantic effects. They are not subject to critical hits, sneak attacks, subdual damage, ability damage, ability drain, energy drain, and mind effecting damage. The aberration that their living body takes on is reinforced with the power of the undead, so they only gain the powers of the undead, and are not truly the undead, nor are they considered the undead type.
- Evolution: As the Werepyre Sucks the blood of other creatures, he will eventually gain the powers and abilities of every victim he has drained in the past and the ones he will drain in the future. He will also be able to take their form if he wants to. When he gains new powers he will be able to do it whenever he wants to and with that he will able to mix and match powers of other beings with the ones he already has, summing it up he will be able to eventually make things that generally don't exist and/or are impossible to exist.
- Spiritmeld: With this ability the Werepyre soul will be able to adapt other powers of other souls when in touch with them and eventually his body and soul will be almost one of the same
- Aging: A Werepyre doesn't get these abilities when they exactly reach adult hood, there are age requirements for each power they will get and also with every passing year a Dhampir gets +5 to his Strength, dexterity, and constitution
- Light vulnerability: While in direct sunlight a Werepyre looses all of his Werepyre powers, all except regenerative abilities, thus making him basically human
- Automatic Languages: Common. Bonus Languages: Abyssal, Infernal.
- Favored Class: Fighter.
- Level Adjustment: +15
 Vital Statistics
|150 years||200 years||500 years||1000 years|
There are no negatives for the aging of a Werepyre. Also, no maximum age either and every passing year a Werepyre gains +5 to STR, CON, DEX