Meyerian Vampire (3.5e Template)
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- 1 Meyerian Vampire
- 1.1 Creating a Meyerian Vampire
- 1.1.1 Size and Type
- 1.1.2 Hit Dice
- 1.1.3 Speed
- 1.1.4 Armor Class
- 1.1.5 Attack
- 1.1.6 Full Attack
- 1.1.7 Special Attacks
- 1.1.8 Special Qualities
- 1.1.9 Abilities
- 1.1.10 Skills
- 1.1.11 Feats
- 1.1.12 Environment
- 1.1.13 Organization
- 1.1.14 Challenge Rating
- 1.1.15 Treasure
- 1.1.16 Alignment
- 1.1.17 Advancement
- 1.1.18 Level Adjustment
- 1.1 Creating a Meyerian Vampire
This template is based on Stephanie Meyer's Twilight vampires, however more precise than the other template who based on them. Meyerian vampires appear as they did before the turning, except they are far more attractive and have deep red irises (if they feed on humanoids and monstrous humanoids) or medium gold irises (if feed on animals). Meyerian vampires possess extremely sharp teeth, which make fangs unnecessary.
Creating a Meyerian Vampire
Size and Type
Size remains the same, type changes to Undead. Acquire the unliving subtype: Meyerian vampires, while are not alive in the usual way, still have a lot of features of living creatures.
Increase all current and future hit dice to d20s.
The base creature's base land speed multiplies twentyfold. They also acquire swimming speed and climbing speed equal to their base speed.
The base creature's natural armor bonus improves by +30. Meyerian vampires have extremely durable, stone-like flesh that is extremely resistant to damage.
Meyerian vampires retain all the attacks of the base creature and also gain a primary bite attack which deals 2d4 hit points damage and a secondary slam attack which deals 4d4 hit points damage. Their natural weapons are treated as epic adamantine weapons for the purpose of overcoming DR.
Meyerian Vampires can use a bite attack along with Blood Drain (see under Special Attacks) as a full attack.
Meyerian vampires retain all the special attacks of the base creature and gain those described below. Saves have a DC of 10 + vampire’s HD + vampire’s Dex modifier + vampire’s Str modifier.
Blood Drain (Ex): Meyerian vampires can suck blood from a living victim or a fresh corpse from an open wound. If there isn't one, they can make such wound by biting the target (making a successful grapple check). If they pin the victim, they drain blood, dealing 2d6 HP damage each round they maintain the pin. On each such successful attack, the meyerian vampires regain 5 HPs (hit points gained beyond their maximum HPs are gained as temporary hit points), and the counting of blood hunger resets.
Turning (Ex): Meyerian vampires can turn any non-reptilian humanoid or monstrous humanoid into a Meyerian Vampire by biting them and injecting their venom into their body. If the creature dies before the venom starts to transform them (it takes several minutes) it won't work. The transformation is highly painful (due to the massive mutation), and takes 1d3+1 days. Newly created vampires are Newborn, having a +12 bonus to strength and a -12 penalty on Blood Hunger checks. They lose 1 point of strength gain a +1 bonus to Blood Hunger checks every month after their turning, so about a year after their turning they are no longer considered newborns.
Meyerian vampires retain all the special attacks of the base creature and gain those described below.
Blood Hunger: If a meyerian vampire abstains from blood for a week, they become starved. While they are starved, if a creature bleeds nearby they must succeed on will save dc (30 + the number of successive weeks they are starved) or to attack the bleeding creature. After a month, the trigger changes into a living creature that is nearby. Meyerian vampires cannot starve to death.
Damage Reduction: 20/adamantine, epic (+6) or magic (+3). Only extremely durable materials, or sufficiently powerful magic, can damage the stone-like flesh of meyerian vampires.
Immortality (Ex): Meyerian vampires completely stop aging once they are turned. Meyerian vampires can die only by decapitation. However, if the head is reattached, they will be revived in full health regardless of the time they were dead. Also, the head, while doesn't remain truly animated, will reattach itself if it won't be kept away from the body (this is applies to any other detached body part as well). The only way to prevent that is to destroy the remains (the easiest way to do this is to burn them). They don't require sustenance (except blood), oxygen or sleep, and never get tired. However, they cannot sleep or even lose consciousness, and are incapable of digesting anything other than blood.
Healing Factor (Ex): Meyerian vampires have fast healing 1, restore 1 point of ability damage per round, and can reattach detached body parts. However, regardless of the circumstances, they can never regrow detached body parts.
Immunities (Ex): Meyerian vampires are immune to energy/ability drain, all toxins and diseases, acid, cold and sonic damage, and all sleep effects of any form and nature. See Unchangeable
Resistances (Ex): Meyerian vampires have resistance 20 to electricity and sonic damage.
Flammability (Ex): Meyerian vampires are highly flammable and sensitive to fire (suffer 200% damage). Even several seconds of direct exposure can severely burn them.
Heightened Senses (Ex): Meyerian vampires possess extremely heightened senses, and are able to perceive their surroundings at spectacular clarity. Blindsight out to 600 feet, Blindsense out to 1 mile, Highly Advanced Scent within 1 mile, perfect darkvision, micro vision and telescopic vision up to distance of 8 miles.
Special Feature ((Ps) or (Ex), depends on the specific): As rule of thumb, if a meyerian vampire had, as mortal, a special quality which related to their mind (like the ability to: understand people by their behaving/guessing what is going to happen/track creatures very good), this quality will majorly enhanced in the meyerian vampire (for the examples above: thoughts reading/premonitions/unnatural tracking ability, respectively). A meyerian vampire can only have one special feature.
Unnatural Smell (Ex): No wild animal (except predators) would willingly come closer than 30 feet to a meyerian vampire. Trained/domesticated animals may come closer, but would never willingly come into physical contact with a meyerian vampire (with the exception of cats). If meyerian vampires come closer than 30 feet to wild animal or come into physical contact with a trained/domesticated animal, the animal becomes terrified until the trigger (physical contact or closeness) is annulled.
Crystalline Cell Structure (Ex): Meyerian vampire cells are extremely hard and reflective, much like miniature crystals. Thus, in direct sunlight their skin sparkles like diamonds. Because of that, while in direct sunlight they suffer a -20 penalty on all Disguise checks for the purpose of hiding their true nature. However, there is a 75% chance that a humanoid/monstrous humanoid that sees them in while they are in direct sunlight will become mesmerized (roll a separate 1d4 for each such creature; in the result of 1-3, said creature becomes either/any combination of/both Dazzled, Dazed, Fascinated or Stunned, to the DM's decision).
Enhanced Brain Capability: Meyerian vampires possess enhanced brain capability, and can process information much quicker and more efficiently than humans. They gain 20 times skill points per level than they should by their class, and can act twice per round. They also possess absolutely perfect memory which cannot be altered under normal circumstances.
Unchangeability: Meyerian vampires cannot be affected by transmutation effects of any kind. Furthermore, they cannot improve their physical ability scores (Strength, Dexterity, Constitution) via training or mentally mature beyond the point they reached when they were turned. However, they can still be transmuted by divine-level effects used by creatures with at least divine rank 1.
Superlative Strength: Due to their tough, stone-like body structure, meyerian vampires ignore any hardness lower than 30.
Limited Adhesion: Meyerian vampires can climb on surfaces at any angle, however cannot climb on perfectly smooth surfaces; they must have some gripping points (a successful Strength check at dc equal to a material's hardness allows them to damage a smooth surface of this material, making it no longer smooth).
+50 Strength, +26 Dexterity, +22 Constitution, +12 Intelligence, +16 Wisdom, +18 Charisma, +4 Comeliness: Meyerian vampires highly surpass humans, both physically and mentally, and are extremely beautiful..
Meyerian vampires gain a +20 bonus on Athletics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Meyerian vampires gain the following feats, even if the base creature doesn't meet the prerequisites: Alertness, Combat Reflexes, Deflect Arrows, Deft Hands Diehard, [[Distant Shot, Dodge, Endurance, Far Shot, Improved Combat Reflexes, Improved Grapple, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Legendary Wrestler, Lightning Reflexes, Multiattack, Point Blank Shot, Precise Shot, Reflect Arrows, Snatch Arrows, Supreme Strength, Track and Two-Weapon Fighting.
Any, but usually near big cities. *Nomads (obviously) move from place to place often, and good ones (who feed on animals), often will be found in places which located near woods.
Usually travel alone or in duos. Sometimes, organize in covens of between three to five members.
+20. Meyerian vampires are highly dangerous.
Depends on their lifestyle: For nomads (most of them are nomads), up to 1/4 the usual for the base creature, if at all. For semi-permanent residents, (rarely happen, usually only the largest covens) minimum 8 times the usual for the base creature(s).
Any. *Good ones feed on animals instead of humanoids and monstrous humanoids.
Always by HD, but also always faster than normal, as meyerian vampires are quick learners and have perfect memory.