Vampire, Lasombra (3.5e Template)

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Vampire, Lasombra

The leaders of the Sabbat, clan Lasombra are Darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes.

Creating a Lasombra

“Vampire, Lasombra” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

Size and Type Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice Increase all current and future Hit Dice to d12s.

Speed Same as the base creature.

Armor Class As the base Creature Attack As the base Creature.

Full Attack As the Base Creature.

Special Attacks A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Create Spawn (Su): If the vampire instead drains the victim’s ( a humanoid or monstrous humanoid only) Constitution to 0 or lower, the victim can as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In order for the drained individual to return as either a spawn or vampire, the progenitor must feed the creature his blood. This deals 4 points of temporary constitution damage to the progenitor that heal naturally. In either case, the new vampire or spawn is under the command of the vampire that created it (treat as obsession) and remains so until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Special Qualities

Damage Reduction (Su): A vampire has damage reduction 5/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A vampire heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Resistances (Ex): A vampire has resistance to cold 5.

Turn Resistance (Ex): A vampire has +4 turn resistance.


Abilities

Increase from the base creature as follows: Str +4, Dex +2, Int +2, Cha +2. As an undead creature, a vampire has no Constitution score.

Skills

The base creature retain all skills.

Feats

The base creature retain all feats.

Environment

Any, usually same as base creature.

Organization

Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn).

Challenge Rating

Same as the base creature +2.

Treasure

Double Standard.

Alignment

Usually evil (Any).

Advancement

By character class.

Level Adjustment

Level Adjustment: +3

Vampire Weakness

Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action. Light Weakness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds vampire for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area and take a -2 penalty to all attribute.


“Vampire, Lasombra” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature)

Size and Type

Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice

Increase all current and future Hit Dice to d12s.

Speed

Creatures base movement remains the same.

Special Attacks

A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Special Qualities

Resistances (Ex): A vampire has resistance to cold 5.

Turn Resistance (Ex): A vampire has +4 turn resistance.

Vitae (Su): A Lasombra may hold up to his own level of drained Constitution points. These points do not apply to the vampires own Constitution and have no effect on his stats. A Lasombra can never spend more than 1 vitae per turn. These vitae can be spent as a free action to:

-Restore 1d12+3 points of health.

-Add +2 to any roll.

-Add +6 to any attribute for 2 turns.

-Resist damage from sunlight for 1 turn per vitae spent. This turn can only be spent fleeing from said sunlight, though the vampire may attack anyone in his way.



Vampire Weaknesses

Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action. Light Weakness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds vampire for 1 round. If they are exposed to direct sunlight, they take 1d6 damage per level per turn. (Eg. A 12th level Lasombra will take 12d6 points of damage for as long as he is in direct sunlight.



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Identifier3.5e Template +
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TitleVampire, Lasombra +