Meyerian Vampire (3.5e Template)
From D&D Wiki
- 1 Meyerian Vampire
- 1.1 Creating a Meyerian Vampire
- 1.1.1 Physical Description
- 1.1.2 Size and Type
- 1.1.3 Hit Dice
- 1.1.4 Speed
- 1.1.5 Armor Class
- 1.1.6 Attack
- 1.1.7 Full Attack
- 1.1.8 Special Attacks
- 1.1.9 Special Qualities
- 1.1.10 Abilities
- 1.1.11 Skills
- 1.1.12 Feats
- 1.1.13 Environment
- 1.1.14 Organization
- 1.1.15 Challenge Rating
- 1.1.16 Treasure
- 1.1.17 Alignment
- 1.1.18 Advancement
- 1.1.19 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.
Creating a Meyerian Vampire
The creature's base look, with deep red irises (if feeds on humanoids and monstrous humanoids) or medium gold irises (if feeds on animals). Unlike most vampires, meyerian vampires don't possess fangs - their regular teeth are more than sharp enough to cause a lot of damage. They also get +4 to Comeliness.
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 d12s.
Meyerian Vampires' base land speed multiplied 100 times. They acquire swimming speed and climbing speed with non-magical version of spider climb (can't climb on smooth surfaces) as base speed.
The base creature's natural armor bonus improves by +30.
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 magical weapons for the purpose of overcoming DR. Creatures with natural weapons retain them, and the damage they cause is fourfold.
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 Blood Drain, 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 by biting it (making a successful grapple check). If they succeed, they drain blood, and dealing 2d6 hit points damage each round the grapple is maintained. On each such successful attack, the meyerian vampires regain half of the damage they deal. Any hit points that they gain beyond their maximum hit points they gain as temporary hit points. It also reset the counting of blood hunger (see under Special Qualities).
Meyerian vampires retain all the special attacks of the base creature and gain those described below.
Blood Hunger: Meyerian vampires need one pint of blood every 4 days or they become starved. While they are starved, if a creature bleeds nearby they have to succeed in will save dc 30 or to attack the bleeding creature. They can't die from starvation, though- every week they stay starved the dc is increase by 4 and after a month the trigger change into a living creature that is nearby.
Damage Reduction (Ex): 20/adamantine and magic, epic. This combination (and, obviously, harder ones) is the only thing that can crack through the flesh of meyerian vampires. They also have Spell Resistance 30.
Immortality (Ex): Meyerian vampires completely stop aging while they 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 need to eat, to sleep or to breathe, and never tire. They also can't sleep or digest food, and usually breathe only to allow themselves to smell.
Rapid Recovery (Ex): Meyerian vampires are healing in rate of 1 hit point per minute. They can reattach lost limbs but can't regrow them.
Immunities (Ex): Meyerian vampires are immune to ability drain/damage, poisons, acid and cold.
Resistances (Ex): Meyerian vampires have resistance 10 to electricity and sonic damage.
Enhanced Senses (Ex): 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 4 miles.
Turning (Ex): Meyerian vampires can turn any non-reptilian humanoid or monstrous humanoid into a Meyerian Vampire by biting it and inject their venom into its body. If the creature dies before the venom starts to transform it (it takes several minutes) it won't work. The transformation is highly painful (due to the massive mutation), and takes 1d3 days. The newly created vampire is a Newborn, has a +12 bonus to strength and a -12 penalty on blood hunger checks. It gets -1 to strength and +1 to blood hunger checks every month after its turning, so about a year after its turning it's no longer counted as newborn.
Special Feature ((Ps) or (Ex), depends in the specific): As rule of thumb, if a meyerian vampire had, as mortal, a special quality which related to its 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 or domesticated animals might come closer, but would never willingly touch a meyerian vampire (with the exception of cats). If meyerian vampires would come closer than 30 feet to wild animal or touch trained or domesticated animal, the animal will immediately freeze in its place, completely terrified (even more fearful than in panicking case), until the trigger (touch or closeness) will be annulled.
Crystalline Cell Structure (Ex): The cells of meyerian vampires are very hard and reflective, like miniature crystals. Therefore, in direct sunlight their skin sparkles like diamonds. Because of this, while in direct sunlight it has -20 to disguise checks for the purpose of hiding its true nature. However, there is a 75% chance that humanoids or monstrous humanoids who sees it while it is in direct sunlight will be mesmerized (roll a separate 1d4 for every creature that fits the profile; in results 1-3, the creature will be either/any combination of/both Dazzled, Dazed, Fascinated or Stunned, to the DM's decision).
Enhanced Brain Activity: Meyerian vampires possess an enhanced brain activity, which allow them to process information act and much faster than humanly possible. They gain bonus +20 to Initiative and 20 times skill points per level than they should by their class, and can act twice per round. They also possess perfect photographic memory which can't be altered under normal circumstances.
Flammable: Meyerian vampires are especially vulnerable to fire: each time they receive fire damage, they also receive additional fire damage equal to the damage they received (total 200% damage).
Unchangeable: Meyerian vampires can't be affected by transmutation effects (both abilities, spells, and powers). Furthermore, they can't improve their physical ability scores via training or to mature mentally beyond the point they were when they were turned. However, they can be transmuted by divine-level effects used by creatures with at least divine rank 1.
Superlative Strength: Due to their hard body structure, meyerian vampires have a +10 bonus on bonus on any Strength-based check they make.
+30 Strength, +26 Dexterity, +22 Constitution, +18 Intelligence, +16 Wisdom, +18 Charisma: Meyerian vampires are highly surpassing humans, both physically and mentally.
+20 racial bonus on Athletics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Gain the feats: Alertness, Combat Reflexes, Deflect Arrows, Distant Shot, Dodge, Far Shot, Improved Grapple, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Legendary Wrestler, Lightning Reflexes, Point Blank Shot, Precise Shot, Reflect Arrows, Snatch Arrows, Supreme Strength, and Two-Weapon Fighting, even if the base creature isn't meets the prerequisites.
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 in covens of between two to five members, some travel alone.
+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 on humanoids and monstrous humanoids.
Always by HD, but also always faster than normal, as meyerian vampires are quick learners and have perfect memory.