Difference between revisions of "Vampire, Immortal (3.5e Monster)"

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'''The Eternal Flesh live On! {{Ex}}:''' Whenever an immortal vampire is slain it melt into a puddle of [[Immortal Flesh (3.5e Monster)|Immortal Flesh]], it keep it own mental ability score and do not posses caustic immortality. After staying 1 round into this form it reform into it proper form at half hit point. Each time an Immortal Vampire is slain in a day it stays an additional round as immortal flesh before reforming.  
 
'''The Eternal Flesh live On! {{Ex}}:''' Whenever an immortal vampire is slain it melt into a puddle of [[Immortal Flesh (3.5e Monster)|Immortal Flesh]], it keep it own mental ability score and do not posses caustic immortality. After staying 1 round into this form it reform into it proper form at half hit point. Each time an Immortal Vampire is slain in a day it stays an additional round as immortal flesh before reforming.  
  
If the immortal vampire is 'killed' by fire damage or an [[Holy, Revised (3.5e Equipment)|holy]] weapon  the time it take to return to it form double. It is also possible to delya the return of the immortal vampire by 1 round by setting it aflame, stacking it or placing it in consecrated ground. The only way to destroy a immortal vampire is to expose it immortal flesh form to sunlight, at which point it dries and die for good within 1 round.   
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If the immortal vampire is 'killed' by fire damage or an [[Holy, Revised (3.5e Equipment)|holy]] weapon  the time it take to return to it form double. It is also possible to delay the return of the immortal vampire by 1 round by setting it aflame, staking it or placing it in consecrated ground. The only way to destroy a immortal vampire is to expose it immortal flesh form to sunlight, at which point it dries and die for good within 1 round.   
  
 
'''Weakness {{Ex}}:''' Immortal vampires are [[At Bay (3.5e Condition)|At Bay]] from holy ground and creatures bearing holy symbols. A creature bearing a holy symbols can hold it aloft as a standard action to prevent the immortal vampire from approaching it. An immortal vampire is not vulnerable to daylight, at least not while 'living'.
 
'''Weakness {{Ex}}:''' Immortal vampires are [[At Bay (3.5e Condition)|At Bay]] from holy ground and creatures bearing holy symbols. A creature bearing a holy symbols can hold it aloft as a standard action to prevent the immortal vampire from approaching it. An immortal vampire is not vulnerable to daylight, at least not while 'living'.

Latest revision as of 23:12, 18 September 2019

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Author: Leziad (talk)
Date Created: 29th October 2018
Status: Finished
Editing: Clarity edits only please
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Vampire, Immortal
Size/Type: Medium Undead (Dark Minded, Unliving)
Hit Dice: 6d12+63 (102 hp)
Initiative: +8
Speed: 40 ft. (8 Squares)
Armor Class: 18 (+4 Natural, +4 Dexterity), touch 14, flat-footed 14
Base Attack/Grapple: +3/+17
Attack: Slam +10 Melee (1d6+6 20/x2) or Bite +10 Melee (1d3+6 + 1d4 Constitution Damage 19-20/x3) or Estoc +10 (1d6+4 18-20/x2)
Full Attack: 2 Slams +10 Melee (1d6+6 20/x2) and a Bite +5 Melee (1d3+2 + 1d4 Constitution Damage 19-20/x3) or Estoc +10 (1d6+4 18-20/x2)
Space/Reach: 5 ft./5ft.
Special Attacks: Blood Drain, Hypnotism DC 17)
Special Qualities: Alternate Form, DR 5/Silver, Fast Healing 6, Gaseous Form, Spider Climb, The Eternal Flesh Live On!, Undead Traits, Weakness
Saves: Fort +2, Ref +2, Will +6
Abilities: Str 18, Dex 20, Con 26, Int 18, Wis 12, Cha 20
Skills: Bluff +15, Hide +15, Intimidate +15, Move Silently +15
Feats: Born ToughB,Improved InitiativeB
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Double Standard
Alignment: Always Evil
Advancement: By Class Level
Level Adjustment:


"None can kill us! None can stop us!"

An odd variation of the typical vampire is the immortal vampire, who share many traits with the living. However they possess a powerful secret, not only are they not affected by daylight but while in the dark if slain they will regenerate extremely quickly. Since they lack some of the common weakness of more undead vampire and look much more living they are able to surprise vampire hunters, especially when the hunters fail to realize how difficult they are to get rid of.

Combat[edit]

Immortal Vampires can win through attrition alone, they will gang up on the closest creature unless it already regenerated several time in the same 24 hours cycle. That said they are more than willing to use deception and their vampire ability to win a fight they can't simply brute force through.

Alternate Form (Su): A immortal vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the immortal vampire loses its natural slam attack , but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.

Blood Drain (Ex): If an immortal vampire hit a creature with it bite attack, or pin a creature, it immediately inflict 1d4 point of Constitution Damage upon it.

Hypnotism (Su): A immortal vampire may use greater hypnotism as a supernatural ability at-will. Unlike the spell the immortal vampire do not need line of effect or sight, instead it work on a creature if it able to see or hear the immortal vampire over any distance. The DC is Charisma-based and caster level is equal to hit dice.

Gaseous Form (Su): As a standard action, a immortal vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): A immortal vampire can climb sheer surfaces as though with a spider climb spell.

The Eternal Flesh live On! (Ex): Whenever an immortal vampire is slain it melt into a puddle of Immortal Flesh, it keep it own mental ability score and do not posses caustic immortality. After staying 1 round into this form it reform into it proper form at half hit point. Each time an Immortal Vampire is slain in a day it stays an additional round as immortal flesh before reforming.

If the immortal vampire is 'killed' by fire damage or an holy weapon the time it take to return to it form double. It is also possible to delay the return of the immortal vampire by 1 round by setting it aflame, staking it or placing it in consecrated ground. The only way to destroy a immortal vampire is to expose it immortal flesh form to sunlight, at which point it dries and die for good within 1 round.

Weakness (Ex): Immortal vampires are At Bay from holy ground and creatures bearing holy symbols. A creature bearing a holy symbols can hold it aloft as a standard action to prevent the immortal vampire from approaching it. An immortal vampire is not vulnerable to daylight, at least not while 'living'.



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Leziad's Homebrew (4427 Articles)
Leziadv
AlignmentAlways Evil +
AuthorLeziad +
Challenge Rating4 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeDark Minded + and Unliving +
TitleVampire, Immortal +
TypeUndead +