- This article is about the standard creature; for the summons, see Vampire (summon); for the shifter form, see Vampire form.
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[]
Race: undead
Size: medium
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)
Abilities | ||
---|---|---|
strength | 22 | |
dexterity | 17 | |
constitution | 10 | |
intelligence | 12 | |
wisdom | 16 | |
charisma | 12 |
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 abilities[]
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[]
- 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