Difference between revisions of "Vampire, Lasombra (3.5e Template)"

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=== Creating a Lasombra ===
 
=== 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)
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“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'''
  
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.
+
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 ====
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'''Hit Dice'''
  
 
Increase all current and future Hit Dice to d12s.
 
Increase all current and future Hit Dice to d12s.
  
==== Speed ====
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'''Speed'''
  
Creatures base movement remains the same.
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Same as the base creature.
 +
 
 +
'''Armor Class'''
 +
 
 +
As the base Creature
 +
 
 +
'''Attack'''
 +
 
 +
As the base Creature.
 +
 
 +
'''Full Attack'''
 +
 
 +
As the Base Creature.
  
 
==== Special Attacks ====
 
==== 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 1d2 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire adds the drained Constitution points to his own Vitae pool. This pool may not exceed his level.
  
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.  
+
'''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 (as a sorcerer of the creatures level). The ability has a range of 30 feet.
  
'''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.
+
'''Create Spawn (Su):''' If the vampire drains the victim’s ( a humanoid or monstrous humanoid only) Constitution to 0 or lower, the victim can rise 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.
  
'''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 ====
  
'''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.
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'''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.
  
==== Special Qualities ====
+
'''Fast Healing (Su):''' A vampire heals 2 points of damage each round so long as it has at least 1 vitae. If reduced to 0 hit points in combat (regardless of how many vitae he has left), the Lasombra instantly enters what is called 'Torpor'. During Torpor, fast healing or other effects that might awaken or heal the Lasombra do not affect him. The Lasombra appears to be dead, even to spells such as Detect Undead. While in torpor, the Lasombra remains unconscious but alive. If they are exposed to the sun, they automatically fail their Fortitude save and are incinerated. The Lasombra can expend one vitae at any time to waken from torpor. If the Lasombra has no vitae, he remains unconscious in torpor until they gain vitae (probably by a faithful minion spilling blood into their mouth).
  
'''Resistances (Ex):''' A vampire has resistance to cold 5.
+
'''Frenzy of the Beast (Su):''' Whenever the vampire takes damage, he must make a DC(25-vitae, min. 15) save. This save is made by rolling a d20+Charisma and Wisdom modifier. If he fails this save, he enters a Frenzy during which he attacks the last person to attack him. He can only take full round attacks to attack that person, and if the person dies, the vampire leaves his Frenzy. Every turn, the vampire makes another save against the same DC. If he succeeds on any of these rolls, he leaves the Frenzy. If, during the Frenzy,
  
 
'''Turn Resistance (Ex):''' A vampire has +4 turn resistance.
 
'''Turn Resistance (Ex):''' A vampire has +4 turn resistance.
 +
 +
'''Reflectionless (Su):''' A vampire casts no reflection in a mirror
  
 
'''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.  
 
'''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:  
 
These vitae can be spent as a free action to:  
  
-Restore 1d12+3 points of health.  
+
-Instantly restore 1d6+Con mod+HD points of health.
 +
 
 +
-Add 5+HD to any physical skill roll. (As determined by DM)
 +
 
 +
-Add HD to any Fortitude save. Forcing blood through dead veins is strenuous however, and can only be done twice a day.
 +
 
 +
-Add HD to either Strength or Dexterity for 3 turns.
 +
 
 +
-Prolong the effects of direct sunlight for 1 turn per vitae spent. This point is lost on every turn in which his turn begins in direct sunlight and when he first enters direct sunlight.
 +
 
 +
-A Lasombra loses one vitae every time he wakes. If he is forced to wake during the day, he can stay awake for 4 rounds per vitae. These points are expended every round.
  
-Add +2 to any roll.
+
-While feeding, a Lasombra can expend one vitae to cause the prey to remember the experience of being drank from as extremely pleasurable. They remember this in future encounters, and are from henceforth always at least friendly.
  
-Add +6 to any attribute for 2 turns.
+
'''Running out of Vitae'''
  
-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.
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If the Lasombra runs out of vitae, the DC to resist Frenzying increases by 10. This increase lasts only as long as the Lasombra has no vitae.
  
 
==== Abilities ====
 
==== 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.
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Increase from the base creature as follows: Str +2, Dex +2, Cha +2. As an undead creature, a vampire has no Constitution score.
  
 
==== Skills ====
 
==== Skills ====
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==== Alignment ====
 
==== Alignment ====
  
Usually evil (Any).
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Always evil (Any).
  
 
==== Advancement ====
 
==== Advancement ====
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Level Adjustment: +3
 
Level Adjustment: +3
  
----
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==== Lasombra Weakness ====
  
==== Vampire Weaknesses ====
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'''Repelling a Vampire:''' Lasombra recoil from strongly presented holy symbols. 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.
'''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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Certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first and second rounds of exposure and destroys it utterly on the third consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart paralyzes it until the stake is removed (this is a full-round action).
  
 
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[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:Template]]
 
[[Category:Template]]
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{{Navboxes}}

Latest revision as of 10:34, 19 September 2012

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Author: Sam
Date Created: 5/4/2010
Status: Completed
Editing: Clarity edits only please
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Vampire, Lasombra[edit]

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[edit]

“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

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[edit]

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 1d2 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire adds the drained Constitution points to his own Vitae pool. This pool may not exceed his level.

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 (as a sorcerer of the creatures level). The ability has a range of 30 feet.

Create Spawn (Su): If the vampire drains the victim’s ( a humanoid or monstrous humanoid only) Constitution to 0 or lower, the victim can rise 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[edit]

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 (Su): A vampire heals 2 points of damage each round so long as it has at least 1 vitae. If reduced to 0 hit points in combat (regardless of how many vitae he has left), the Lasombra instantly enters what is called 'Torpor'. During Torpor, fast healing or other effects that might awaken or heal the Lasombra do not affect him. The Lasombra appears to be dead, even to spells such as Detect Undead. While in torpor, the Lasombra remains unconscious but alive. If they are exposed to the sun, they automatically fail their Fortitude save and are incinerated. The Lasombra can expend one vitae at any time to waken from torpor. If the Lasombra has no vitae, he remains unconscious in torpor until they gain vitae (probably by a faithful minion spilling blood into their mouth).

Frenzy of the Beast (Su): Whenever the vampire takes damage, he must make a DC(25-vitae, min. 15) save. This save is made by rolling a d20+Charisma and Wisdom modifier. If he fails this save, he enters a Frenzy during which he attacks the last person to attack him. He can only take full round attacks to attack that person, and if the person dies, the vampire leaves his Frenzy. Every turn, the vampire makes another save against the same DC. If he succeeds on any of these rolls, he leaves the Frenzy. If, during the Frenzy,

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

Reflectionless (Su): A vampire casts no reflection in a mirror

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:

-Instantly restore 1d6+Con mod+HD points of health.

-Add 5+HD to any physical skill roll. (As determined by DM)

-Add HD to any Fortitude save. Forcing blood through dead veins is strenuous however, and can only be done twice a day.

-Add HD to either Strength or Dexterity for 3 turns.

-Prolong the effects of direct sunlight for 1 turn per vitae spent. This point is lost on every turn in which his turn begins in direct sunlight and when he first enters direct sunlight.

-A Lasombra loses one vitae every time he wakes. If he is forced to wake during the day, he can stay awake for 4 rounds per vitae. These points are expended every round.

-While feeding, a Lasombra can expend one vitae to cause the prey to remember the experience of being drank from as extremely pleasurable. They remember this in future encounters, and are from henceforth always at least friendly.

Running out of Vitae

If the Lasombra runs out of vitae, the DC to resist Frenzying increases by 10. This increase lasts only as long as the Lasombra has no vitae.

Abilities[edit]

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

Skills[edit]

The base creature retain all skills.

Feats[edit]

The base creature retain all feats.

Environment[edit]

Any, usually same as base creature.

Organization[edit]

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

Challenge Rating[edit]

Same as the base creature +2.

Treasure[edit]

Double Standard.

Alignment[edit]

Always evil (Any).

Advancement[edit]

By character class.

Level Adjustment[edit]

Level Adjustment: +3

Lasombra Weakness[edit]

Repelling a Vampire: Lasombra recoil from strongly presented holy symbols. 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.

Certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first and second rounds of exposure and destroys it utterly on the third consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart paralyzes it until the stake is removed (this is a full-round action).


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Identifier3.5e Template +
RatingUndiscussed +
TitleVampire, Lasombra +