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Vampire Spawn

This pale humanoid has fangs and burning red eyes.

Vampire Spawn CR 2

Source Monster Codex pg. 244
XP 600
Human rogue 2
NE Medium undead (human)
Init +6; Senses darkvision 60 ft.; Perception +9

Defense

AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 natural)
hp 18 (2d8+6); fast healing 2
Fort +2, Ref +5, Will +1
Defensive Abilities channel resistance +2, evasion; DR 5/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses resurrection vulnerability, vampire weaknesses

Offense

Speed 30 ft.
Melee slam +4 (1d4+4 plus energy drain)
Ranged dagger +3 (1d4+3/19–20)
Special Attacks blood drain, dominate (DC 13), energy drain (1 level, DC 13), sneak attack +1d6

Statistics

Str 17, Dex 14, Con —, Int 8, Wis 12, Cha 15
Base Atk +1; CMB +4; CMD 16
Feats Improved Initiative, Intimidating Prowess, Power Attack, Skill Focus (Perception)B
Skills Acrobatics +13, Climb +6, Intimidate +10, Knowledge (local) +4, Perception +9, Sense Motive +6, Sleight of Hand +5, Stealth +13
Languages Common, Halfling
SQ gaseous form, rogue talents (strong impressionAPG), shadowless, spider climb, trapfinding +1

Ecology

Environment any
Organization gang (2–8) or family (vampire plus 2–8)
Treasure NPC Gear (chain shirt, dagger, other treasure)

Description

The following template can be used to create unique vampire spawn with class levels.

Creating a Vampire Spawn

“Vampire spawn” is an acquired template that can be added to any living creature with 4 or more Hit Dice (referred to hereafter as the base creature). A vampire spawn uses the base creature’s stats and abilities except as noted here.

CR: Same as the base creature + 1.
Alignment: Any evil.
Type: The creature’s type changes to undead. Do not recalculate class Hit Dice, BAB, or saves.
Senses: A vampire spawn gains darkvision to 60 feet.
Armor Class: Natural armor increases to +4, unless the base creature’s natural armor is already +4 or higher.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampire spawn use their Cha modifier to determine bonus hit points (instead of Con).
Defensive Abilities: A vampire spawn gains channel resistance +2, DR 5/silver, resistance cold and electricity 10, and fast healing 2.
Weaknesses: A vampire spawn has the same weaknesses of the vampire that created it.

Resurrection Vulnerability (Su): A raise dead or similar spell cast on a vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.

Melee: A vampire spawn gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire spawn’s size (see Bestiary 301).
Special Attacks: A vampire spawn gains a vampire’s blood drain and dominate special attacks. The vampire who created the spawn can influence a spawn’s dominated creature as if she had dominated it herself.

Energy Drain (Su): A creature hit by a vampire spawn’s slam (or other natural weapon) gains 1 negative level. This ability only triggers only once per round.

Special Qualities: A vampire spawn gains the gaseous form, shadowless, and spider climb abilities of a vampire.
Ability Scores: Cha +2.
Skills: Spawn gain a +8 racial bonus on Acrobatics and Stealth checks.
Feats: Spawn gain Skill Focus (Perception) as a bonus feat.