This article is about the standard creature; for the summons, see Vampire (summon); for the shifter form, see Vampire form.
Undead vampire m

Vampire: Forever anchored to their coffins and the unholy earth of their graves, these nocturnal predators scheme constantly to fill the world with their foul progeny.

Statistics Edit

Race: undead
Alignment: chaotic evil
Armor class: 19
Hit points: 32
Attack bonus: +9
Damage: 1d10+8 slashing damage (bastard sword) disarmable
Disarmed: 1d6+6 piercing damage (gore item)

Hit dice (level): 5
Challenge rating: 6

  fortitude 1
reflex 6
will 7

Size: medium

  strength 22
dexterity 17
constitution 10
intelligence 12
wisdom 16
charisma 12
Damage resistance
  cold 20/-
  electrical 20/-
Damage reduction: 15/+1
Regeneration: +5

Trained skills:(‡) hide (14), listen (22), move silently (14), search (10), spot (22)
Feats: alertness, darkvision, dodge, lightning reflexes, mobility, weapon focus (bastard sword), weapon proficiency (creature), weapon proficiency (exotic), weapon proficiency (martial), weapon specialization (bastard sword)

Blueprint:(‡) nw_vampire

Special abilitiesEdit

Like many undead, the vampire is immune to ability drain, critical hits, death magic, disease, level drain, mind-affecting spells, paralysis, poison, and sneak attacks.

A vampire can cast dominate person with a caster level of 5 once per day as a spell-like ability. This creature's bite (which is only used if disarmed) drains 2 levels on-hit.

Notes Edit

  • When killed, a vampire may turn into its gaseous form, flee to its coffin, then be resurrected. Whether or not this happens depends on how the module is built.

See also: vampire mage, vampire priest, vampire rogue, vampire warrior

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