Pathfinder in the Mists
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Obyri
Vampirism is a living curse, but nothing that counts it age in millennia can remain the same forever. The curse of the obyri lacks the elegance and romance of more modern forms of vampirism, harkening to a forgotten age of verminous hunger and eerie powers. Granted eternal life but not eternal youth, obyri are withered, embittered corpse-sires, their forms rigid with rigor mortis, eyes wide and intense, with over-large, yellowed incisors like a rat.
The Obyri Template
Creating an Obyri
“Obyri” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most obyri were once humanoids, fey, or monstrous humanoids. An obyri uses the base creature’s stats and abilities except as noted here.
Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 5/wood and piercing 5 +4 +8 +2
100-199 Mature +10 5/wood, piercing, magic 5 +4 +8 +2
200-299 Old +10 10/wood, piercing, magic 6 +5 +9 +3
300-499 Ancient +20 10/wood, piercing, magic 6 +6 +9 +3
500-999 Eminent +20 15/wood, piercing, magic 8 +7 +10 +4
1000+ Patriarch +30 15/wood, piercing, magic 10 +8 +10 +5
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: An obyri gains darkvision 60 ft, low light vision and scent.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Obyri use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: An obyri gains resistance to cold 10, electricity 10 and sonic 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, an obyri assumes swarm form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to an obyri forced into swarm form has no effect. Once at rest, the obyri is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Obyri cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the obyri—they merely keep it at bay. A recoiling obyri must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding an obyri at bay takes a standard action. After 1 round, an obyri can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Obyri cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing an obyri’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay obyri. Exposing any obyri to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on an obyri equal to one third of its maximum hit points—an obyri reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless obyri’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Speed: See table above. If the base creature has a swim speed, the obyri is not unduly harmed by running water.
Melee: An obyri gains a claw attack if the base creature didn’t have one. The obyri’s claw deals damage as thought it were one size larger. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: An obyri gains several special attacks. Save DCs are equal to 10 + 1/2 obyri’s HD + obyri’s Cha modifier unless otherwise noted.
Blood Drain (Su): An obyri can suck blood from a grappled opponent; if the obyri establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution and Wisdom damage. The obyri heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Create Spawn (Su): An obyri can create spawn out of those it slays with blood drain, provided that the slain creature is of the same creature type as the obyri’s base creature type. The victim rises from death as an obyri in 1d4 days. This obyri is under the command of the obyri that created it, and remains enslaved until its master’s destruction. An obyri may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. An obyri may free an enslaved spawn in order to enslave a new spawn, but once freed, an obyri or obyri spawn cannot be enslaved again.
Dominate (Su): An obyri can crush a humanoid opponent’s will as a standard action. Anyone the obyri targets must succeed on a Will save or fall instantly under the obyri’s influence, as though by a dominate person or dominate animal spell (caster level 12th). The ability has a range of 30 feet.
Telekinesis (Su): As a standard action, an obyri can use telekinesis, as the spell (caster level 12th).
Special Qualities: An obyri gains the following.
Shadowless (Ex): An obyri casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): An obyri can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su): As a standard action, an obyri can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has the same number of hit points as the obyri, and any damage done to the swarm affects the obyri. While in swarm form, an obyri cannot use any of its own special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the obyri is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Telepathy (Su): An obyri can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, it can communicate with any animal, magical beast, or vermin.
Ability Scores: See below. As an undead creature, an obyri has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +2 +4 +2 +6 +4
Mature +4 +6 +2 +6 +4
Old +4 +6 +4 +8 +6
Ancient +6 +8 +4 +8 +6
Eminent +6 +8 +6 +10 +8
Patriarch +8 +10 +8 +12 +10
Skills: Obyri gain a +8 racial bonus on Perception, Sense Motive, and Stealth checks.
Feats: Obyri gain Alertness, Improved Initiative, Lightning Reflexes, and Skill Focus (twice) as bonus feats.
Vampirism is a living curse, but nothing that counts it age in millennia can remain the same forever. The curse of the obyri lacks the elegance and romance of more modern forms of vampirism, harkening to a forgotten age of verminous hunger and eerie powers. Granted eternal life but not eternal youth, obyri are withered, embittered corpse-sires, their forms rigid with rigor mortis, eyes wide and intense, with over-large, yellowed incisors like a rat.
The Obyri Template
Creating an Obyri
“Obyri” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most obyri were once humanoids, fey, or monstrous humanoids. An obyri uses the base creature’s stats and abilities except as noted here.
Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 5/wood and piercing 5 +4 +8 +2
100-199 Mature +10 5/wood, piercing, magic 5 +4 +8 +2
200-299 Old +10 10/wood, piercing, magic 6 +5 +9 +3
300-499 Ancient +20 10/wood, piercing, magic 6 +6 +9 +3
500-999 Eminent +20 15/wood, piercing, magic 8 +7 +10 +4
1000+ Patriarch +30 15/wood, piercing, magic 10 +8 +10 +5
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: An obyri gains darkvision 60 ft, low light vision and scent.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Obyri use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: An obyri gains resistance to cold 10, electricity 10 and sonic 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, an obyri assumes swarm form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to an obyri forced into swarm form has no effect. Once at rest, the obyri is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Obyri cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the obyri—they merely keep it at bay. A recoiling obyri must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding an obyri at bay takes a standard action. After 1 round, an obyri can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Obyri cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing an obyri’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay obyri. Exposing any obyri to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on an obyri equal to one third of its maximum hit points—an obyri reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless obyri’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Speed: See table above. If the base creature has a swim speed, the obyri is not unduly harmed by running water.
Melee: An obyri gains a claw attack if the base creature didn’t have one. The obyri’s claw deals damage as thought it were one size larger. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: An obyri gains several special attacks. Save DCs are equal to 10 + 1/2 obyri’s HD + obyri’s Cha modifier unless otherwise noted.
Blood Drain (Su): An obyri can suck blood from a grappled opponent; if the obyri establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution and Wisdom damage. The obyri heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Create Spawn (Su): An obyri can create spawn out of those it slays with blood drain, provided that the slain creature is of the same creature type as the obyri’s base creature type. The victim rises from death as an obyri in 1d4 days. This obyri is under the command of the obyri that created it, and remains enslaved until its master’s destruction. An obyri may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. An obyri may free an enslaved spawn in order to enslave a new spawn, but once freed, an obyri or obyri spawn cannot be enslaved again.
Dominate (Su): An obyri can crush a humanoid opponent’s will as a standard action. Anyone the obyri targets must succeed on a Will save or fall instantly under the obyri’s influence, as though by a dominate person or dominate animal spell (caster level 12th). The ability has a range of 30 feet.
Telekinesis (Su): As a standard action, an obyri can use telekinesis, as the spell (caster level 12th).
Special Qualities: An obyri gains the following.
Shadowless (Ex): An obyri casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): An obyri can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su): As a standard action, an obyri can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has the same number of hit points as the obyri, and any damage done to the swarm affects the obyri. While in swarm form, an obyri cannot use any of its own special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the obyri is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Telepathy (Su): An obyri can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, it can communicate with any animal, magical beast, or vermin.
Ability Scores: See below. As an undead creature, an obyri has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +2 +4 +2 +6 +4
Mature +4 +6 +2 +6 +4
Old +4 +6 +4 +8 +6
Ancient +6 +8 +4 +8 +6
Eminent +6 +8 +6 +10 +8
Patriarch +8 +10 +8 +12 +10
Skills: Obyri gain a +8 racial bonus on Perception, Sense Motive, and Stealth checks.
Feats: Obyri gain Alertness, Improved Initiative, Lightning Reflexes, and Skill Focus (twice) as bonus feats.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Penanggalan
Penanggalans are among the most fearsome undead creatures in existence. They prey on the weak and sickly, attacking lone farmhouses or small bands of travellers while they sleep. In its natural form, a penanggalan is a horrid floating head, with entrails, intestines, and internal organs hanging down from the neck. The creature can manipulate these gruesome tentacles with hideous strength, whipping them around throats and limbs to squeeze the life out of its victims before feeding on their blood.
Penanggalans prefer to use stealth and guile to search for food. They can appear as the mortal humans they were in life by squeezing their entrails back into their original bodies, and often infiltrate isolated communities disguised as travellers or peasants. They can only feed in their natural form, however, and they are easily recognized in this form.
The Penanggalan Template
Creating a Penanggalan
“Penanggalan” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most penanggalans were once humanoids or monstrous humanoids and nearly all penanggalans are female. A penanggalan uses the base creature’s stats and abilities except as noted here.
Age Category Fly Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling 60 5/silver and slashing 5 +4 +6 +1
100-199 Mature 70 5/silver and slashing 5 +4 +6 +1
200-299 Old 70 10/silver and slashing 6 +5 +7 +2
300-499 Ancient 80 10/silver and slashing 6 +6 +7 +2
500-999 Eminent 80 15/silver and slashing 8 +7 +8 +3
1000+ Patriarch 90 15/silver and slashing 10 +8 +8 +4
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A penanggalan gains darkvision 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Penanggalans use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A penanggalan gains resistance to cold 10 and fire 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type.
Weaknesses: A penanggalan gains light sensitivity. In addition, a penanggalan is staggered while outside of her human body and exposed to direct sunlight.
Speed: Same as the base creature when in humanoid form. When in its true form, the penanggalan may only fly at the speed shown in the table above with good manoeuvrability.
Melee: A penanggalan in humanoid forms retains the attacks of the base creature. In its true form, it gains a bite attack and a slam attack (if it didn’t already have one). Its bite and slam are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A penanggalan gains several special attacks. Save DCs are equal to 10 + 1/2 penanggalan’s HD + penanggalan’s Cha modifier unless otherwise noted.
Blood Drain (Su): A penanggalan can suck blood from a grappled opponent; if the penanggalan establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The penanggalan heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Create Spawn (Su): When a penanggalan slays a female humanoid via blood drain, and if that slain humanoid had at least 10 Hit Dice in life, that slain humanoid rises as a manananggal at the next sunset. This manananggal is under the command of the penanggalan who created it, and remains enslaved until that penanggalan’s destruction. A penanggalan may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead.
The penanggalan can also create others like itself from those it slays with blood drain, provided that the slain creature is of the same creature type as the penanggalan’s base creature type. The victim rises from death as a penanggalan if left unburied for 3 days. The new penanggalan is not under the control of its creator.
Disease (Su): Any creature a penanggalan bites is exposed to filth fever—the save DC against this disease is set by the penanggalan, not the disease itself.
Wither (Su): A penanggalan’s entrails drip with a foul bile that blisters and weakens living flesh. Any creature that is damaged by a penanggalan’s slam attack must succeed at a Fortitude save or take 1d4 Dexterity and 1d4 Charisma damage.
Special Qualities: A penanggalan gains the following.
Separate (Su): During the day, a penanggalan has the same appearance as she did in life, and does not detect as undead (though she is still an undead creature). At night, she can detach her head and entrails as a full-round action. Her physical but now hollow body exists as dead flesh, but can be destroyed if it suffers damage equal to the penanggalan’s normal hit point total. Before a penanggalan can return to her body, she must soak her entrails in vinegar for 1 hour—she can then reattach to her body, at which point any damage done to the body immediately heals (although damage the penanggalan herself suffered remains). A penanggalan whose body is destroyed can never again walk the day in living form, but is otherwise unharmed (save for no longer having a safe way to travel in direct sunlight). When a penanggalan wears her body, she cannot use her natural attacks, her fly speed, or any of her special penanggalan attacks.
Ability Scores: See below. As an undead creature, a penanggalan has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +6 +4 +2 +2 +4
Mature +6 +6 +4 +4 +4
Old +8 +6 +4 +4 +6
Ancient +8 +8 +6 +6 +6
Eminent +10 +8 +6 +6 +8
Patriarch +12 +10 +8 +8 +10
Skills: Penanggalans gain a +8 racial bonus on Bluff, Fly, Knowledge (arcana), Perception, Sense Motive, and Stealth checks.
Penanggalans are among the most fearsome undead creatures in existence. They prey on the weak and sickly, attacking lone farmhouses or small bands of travellers while they sleep. In its natural form, a penanggalan is a horrid floating head, with entrails, intestines, and internal organs hanging down from the neck. The creature can manipulate these gruesome tentacles with hideous strength, whipping them around throats and limbs to squeeze the life out of its victims before feeding on their blood.
Penanggalans prefer to use stealth and guile to search for food. They can appear as the mortal humans they were in life by squeezing their entrails back into their original bodies, and often infiltrate isolated communities disguised as travellers or peasants. They can only feed in their natural form, however, and they are easily recognized in this form.
The Penanggalan Template
Creating a Penanggalan
“Penanggalan” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most penanggalans were once humanoids or monstrous humanoids and nearly all penanggalans are female. A penanggalan uses the base creature’s stats and abilities except as noted here.
Age Category Fly Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling 60 5/silver and slashing 5 +4 +6 +1
100-199 Mature 70 5/silver and slashing 5 +4 +6 +1
200-299 Old 70 10/silver and slashing 6 +5 +7 +2
300-499 Ancient 80 10/silver and slashing 6 +6 +7 +2
500-999 Eminent 80 15/silver and slashing 8 +7 +8 +3
1000+ Patriarch 90 15/silver and slashing 10 +8 +8 +4
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A penanggalan gains darkvision 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Penanggalans use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A penanggalan gains resistance to cold 10 and fire 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type.
Weaknesses: A penanggalan gains light sensitivity. In addition, a penanggalan is staggered while outside of her human body and exposed to direct sunlight.
Speed: Same as the base creature when in humanoid form. When in its true form, the penanggalan may only fly at the speed shown in the table above with good manoeuvrability.
Melee: A penanggalan in humanoid forms retains the attacks of the base creature. In its true form, it gains a bite attack and a slam attack (if it didn’t already have one). Its bite and slam are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A penanggalan gains several special attacks. Save DCs are equal to 10 + 1/2 penanggalan’s HD + penanggalan’s Cha modifier unless otherwise noted.
Blood Drain (Su): A penanggalan can suck blood from a grappled opponent; if the penanggalan establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The penanggalan heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Create Spawn (Su): When a penanggalan slays a female humanoid via blood drain, and if that slain humanoid had at least 10 Hit Dice in life, that slain humanoid rises as a manananggal at the next sunset. This manananggal is under the command of the penanggalan who created it, and remains enslaved until that penanggalan’s destruction. A penanggalan may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead.
The penanggalan can also create others like itself from those it slays with blood drain, provided that the slain creature is of the same creature type as the penanggalan’s base creature type. The victim rises from death as a penanggalan if left unburied for 3 days. The new penanggalan is not under the control of its creator.
Disease (Su): Any creature a penanggalan bites is exposed to filth fever—the save DC against this disease is set by the penanggalan, not the disease itself.
Wither (Su): A penanggalan’s entrails drip with a foul bile that blisters and weakens living flesh. Any creature that is damaged by a penanggalan’s slam attack must succeed at a Fortitude save or take 1d4 Dexterity and 1d4 Charisma damage.
Special Qualities: A penanggalan gains the following.
Separate (Su): During the day, a penanggalan has the same appearance as she did in life, and does not detect as undead (though she is still an undead creature). At night, she can detach her head and entrails as a full-round action. Her physical but now hollow body exists as dead flesh, but can be destroyed if it suffers damage equal to the penanggalan’s normal hit point total. Before a penanggalan can return to her body, she must soak her entrails in vinegar for 1 hour—she can then reattach to her body, at which point any damage done to the body immediately heals (although damage the penanggalan herself suffered remains). A penanggalan whose body is destroyed can never again walk the day in living form, but is otherwise unharmed (save for no longer having a safe way to travel in direct sunlight). When a penanggalan wears her body, she cannot use her natural attacks, her fly speed, or any of her special penanggalan attacks.
Ability Scores: See below. As an undead creature, a penanggalan has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +6 +4 +2 +2 +4
Mature +6 +6 +4 +4 +4
Old +8 +6 +4 +4 +6
Ancient +8 +8 +6 +6 +6
Eminent +10 +8 +6 +6 +8
Patriarch +12 +10 +8 +8 +10
Skills: Penanggalans gain a +8 racial bonus on Bluff, Fly, Knowledge (arcana), Perception, Sense Motive, and Stealth checks.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Pishacha
Pishachas (or elven vampires) are a malignant tumour on the world, poisoning all natural things around them by their very presence. They originated in the fallen realm of Sithicus, but have since spread to afflict the Darkonese elves as well. The transformation to undeath warps and scars the elf’s features, changing them into twisted mockeries of their former selves. The ravaged creatures often conceal their monstrous faces behind veils or dark, voluminous cloaks. So changed are they that Darkonese elves do not recognise them as undead elves, believing them to instead be spawned by the unhappy dreams of oak trees, the Breuddwyd am Drew.
Unlike most strains of vampires, pishachas feed on beauty and creative energies rather than blood.
The Pishacha Template
Creating a Pishacha
“Pishacha” is an acquired template that can be added to any elves or half-elves with 5 or more Hit Dice (referred to hereafter as the base creature). A pishacha uses the base creature’s stats and abilities except as noted here.
Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 10/magic and silver 4 +2 +4 +2
100-199 Mature +10 10/magic and silver 4 +3 +4 +2
200-299 Old +10 10/magic and silver 5 +4 +5 +3
300-499 Ancient +20 15/magic and silver 5 +4 +5 +3
500-999 Eminent +20 15/magic and silver 6 +5 +6 +4
1000+ Patriarch +30 15/magic and silver 8 +6 +6 +5
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A pishacha gains darkvision 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Pishachas use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A pishacha gains resistance to cold 10 and electricity 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, a pishacha must attempt to return to its coffin using its plantwalk ability. If it spends more than 2 consecutive rounds outside a tree before it reaches its coffin, it is utterly destroyed. Additional damage dealt to a pishacha at this point has no effect. Once at rest, the pishacha is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Pishachas cannot cross an unbroken line of freshly picked flowers or flower petals (picked within the last day). If it hears music being played or sung, it must make a Will save (DC 20) or be enthralled. The pishacha can make a new save each round to overcome the effect, which also ends immediately if the vampire is attacked.
A pishacha suffers 1d4 points of damage per round while underground, and cannot use its fast healing or any supernatural or spell-like abilities until it returns to the surface.
Reducing a pishacha’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay Pishachas. A pishacha must retreat to its coffin at sunset. If it does not, it is staggered on the first round after sunset and destroyed on the second. It is unaffected by sunlight or running water, although fresh tree sap burns them as holy water.
Driving a charcoal stake through a helpless Pishacha’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and burnt for 24 hours in a fire fuelled with flowers and flowering shrubs.
Speed: See table above.
Melee: A pishacha gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the pishacha’s size. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A pishacha gains several special attacks. Save DCs are equal to 10 + 1/2 Pishacha’s HD + Pishacha’s Cha modifier unless otherwise noted.
Black Thumb (Su): Any plant touched by a pishacha’s bare skin must make a Fortitude save or suffer 1d4 points of damage per minute until it dies. This withering process can only be prevented by destroying the vampire. The pishacha cannot suppress this ability, and can feel the agony of the plants they slowly kill. This affliction is enough to drive many to the brink of madness.
Charisma Drain (Su): A creature struck by a pishacha’s slam attack suffers 1d4 points of Charisma drain (Fortitude negates). The pishacha heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) with each attack. If the victim’s Charisma drops below 3, they become a lost one with the suicidal thoughts madness effect. If the victim’s Charisma drops to 0, they lose the will to live and die within 2d6 rounds.
Children of the Night (Su): Once per day, a pishacha can call forth 1d6+1 swarms of small animals, such as rats, badgers, or weasels (treat as rat swarms), 5d10 hawks, 3d10 eagles, or 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the pishacha for up to 1 hour.
Create Spawn (Su): A pishacha can create spawn out of any elves or half-elves it slays with Charisma drain. The victim rises from death as a pishacha in 1d4 days. This Pishacha is under the command of the pishacha that created it, and remains enslaved until its master’s destruction. A pishacha may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A pishacha may free an enslaved spawn in order to enslave a new spawn, but once freed, a pishacha or Pishacha spawn cannot be enslaved again.
Wretched Gaze (Su): All creatures within a 30-foot radius that see a pishacha’s scarred face must make a Will save or be paralysed by fear for 2d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same Pishacha’s wretched gaze for 24 hours. This is a paralysis and a mind-affecting fear affect.
Spell-like Abilities (Sp): 3/day—entangle, snare, spike growth, warp wood; 1/day—antilife shell, giant vermin, wall of thorns. Caster level 12th.
Special Qualities: A pishacha gains the following.
Change Shape (Su): A pishacha can use change shape to assume the form of an eagle or giant eagle, as beast shape II.
Plantwalk (Su): At will as a standard action, a pishacha can tree stride between living trees. Both trees are subject to its black thumb ability.
Ability Scores: See below. As an undead creature, a pishacha has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +4 +8 +2 +4 +0
Mature +4 +10 +4 +4 +0
Old +6 +10 +4 +6 +2
Ancient +6 +12 +6 +6 +2
Eminent +8 +12 +6 +8 +4
Patriarch +10 +14 +8 +10 +6
Skills: Pishachas gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Pishachas gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
Pishachas (or elven vampires) are a malignant tumour on the world, poisoning all natural things around them by their very presence. They originated in the fallen realm of Sithicus, but have since spread to afflict the Darkonese elves as well. The transformation to undeath warps and scars the elf’s features, changing them into twisted mockeries of their former selves. The ravaged creatures often conceal their monstrous faces behind veils or dark, voluminous cloaks. So changed are they that Darkonese elves do not recognise them as undead elves, believing them to instead be spawned by the unhappy dreams of oak trees, the Breuddwyd am Drew.
Unlike most strains of vampires, pishachas feed on beauty and creative energies rather than blood.
The Pishacha Template
Creating a Pishacha
“Pishacha” is an acquired template that can be added to any elves or half-elves with 5 or more Hit Dice (referred to hereafter as the base creature). A pishacha uses the base creature’s stats and abilities except as noted here.
Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 10/magic and silver 4 +2 +4 +2
100-199 Mature +10 10/magic and silver 4 +3 +4 +2
200-299 Old +10 10/magic and silver 5 +4 +5 +3
300-499 Ancient +20 15/magic and silver 5 +4 +5 +3
500-999 Eminent +20 15/magic and silver 6 +5 +6 +4
1000+ Patriarch +30 15/magic and silver 8 +6 +6 +5
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A pishacha gains darkvision 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Pishachas use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A pishacha gains resistance to cold 10 and electricity 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, a pishacha must attempt to return to its coffin using its plantwalk ability. If it spends more than 2 consecutive rounds outside a tree before it reaches its coffin, it is utterly destroyed. Additional damage dealt to a pishacha at this point has no effect. Once at rest, the pishacha is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Pishachas cannot cross an unbroken line of freshly picked flowers or flower petals (picked within the last day). If it hears music being played or sung, it must make a Will save (DC 20) or be enthralled. The pishacha can make a new save each round to overcome the effect, which also ends immediately if the vampire is attacked.
A pishacha suffers 1d4 points of damage per round while underground, and cannot use its fast healing or any supernatural or spell-like abilities until it returns to the surface.
Reducing a pishacha’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay Pishachas. A pishacha must retreat to its coffin at sunset. If it does not, it is staggered on the first round after sunset and destroyed on the second. It is unaffected by sunlight or running water, although fresh tree sap burns them as holy water.
Driving a charcoal stake through a helpless Pishacha’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and burnt for 24 hours in a fire fuelled with flowers and flowering shrubs.
Speed: See table above.
Melee: A pishacha gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the pishacha’s size. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A pishacha gains several special attacks. Save DCs are equal to 10 + 1/2 Pishacha’s HD + Pishacha’s Cha modifier unless otherwise noted.
Black Thumb (Su): Any plant touched by a pishacha’s bare skin must make a Fortitude save or suffer 1d4 points of damage per minute until it dies. This withering process can only be prevented by destroying the vampire. The pishacha cannot suppress this ability, and can feel the agony of the plants they slowly kill. This affliction is enough to drive many to the brink of madness.
Charisma Drain (Su): A creature struck by a pishacha’s slam attack suffers 1d4 points of Charisma drain (Fortitude negates). The pishacha heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) with each attack. If the victim’s Charisma drops below 3, they become a lost one with the suicidal thoughts madness effect. If the victim’s Charisma drops to 0, they lose the will to live and die within 2d6 rounds.
Children of the Night (Su): Once per day, a pishacha can call forth 1d6+1 swarms of small animals, such as rats, badgers, or weasels (treat as rat swarms), 5d10 hawks, 3d10 eagles, or 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the pishacha for up to 1 hour.
Create Spawn (Su): A pishacha can create spawn out of any elves or half-elves it slays with Charisma drain. The victim rises from death as a pishacha in 1d4 days. This Pishacha is under the command of the pishacha that created it, and remains enslaved until its master’s destruction. A pishacha may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A pishacha may free an enslaved spawn in order to enslave a new spawn, but once freed, a pishacha or Pishacha spawn cannot be enslaved again.
Wretched Gaze (Su): All creatures within a 30-foot radius that see a pishacha’s scarred face must make a Will save or be paralysed by fear for 2d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same Pishacha’s wretched gaze for 24 hours. This is a paralysis and a mind-affecting fear affect.
Spell-like Abilities (Sp): 3/day—entangle, snare, spike growth, warp wood; 1/day—antilife shell, giant vermin, wall of thorns. Caster level 12th.
Special Qualities: A pishacha gains the following.
Change Shape (Su): A pishacha can use change shape to assume the form of an eagle or giant eagle, as beast shape II.
Plantwalk (Su): At will as a standard action, a pishacha can tree stride between living trees. Both trees are subject to its black thumb ability.
Ability Scores: See below. As an undead creature, a pishacha has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +4 +8 +2 +4 +0
Mature +4 +10 +4 +4 +0
Old +6 +10 +4 +6 +2
Ancient +6 +12 +6 +6 +2
Eminent +8 +12 +6 +8 +4
Patriarch +10 +14 +8 +10 +6
Skills: Pishachas gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Pishachas gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
- Gonzoron of the FoS
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Re: Pathfinder in the Mists
no time to read the stats right now, but just as a note, I prefered "albesadow" for the elven vamps. Where'd you come up with Pishacha? I see you agreed with Mangrum on "nonaris". Did you keep hulzurdan, goatsuckers, & wrethfetin, or did you come up with different names for Dwarven, Goblin, & Halfling vamps?
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Ryan Naylor
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Re: Pathfinder in the Mists
They are also hideously ugly, can assume different forms, feed on human energies and alter their thoughts and cause insanity (a la Charisma drain).Ryan Naylor wrote: Note that I have renamed the elven vampire to pishacha from Mangrum's suggestion of albesadow. I did this because I don't like the word "albesadow." To my ear, given the elves of Sithicus (where a good proportion of these are likely to come from) are known as "hissing elves" a nice sibilant-rich name like "pishacha" seems more fitting. Pishacha are Indian undead who dance in the intenstines of their victims, which is just too nice an image to pass up. I can certainly imagine elven vampires doing that.
All the others are the same.
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Re: Pathfinder in the Mists
Ahh... missed that post
I still like albesadow, but to each their own...
I still like albesadow, but to each their own...
"We're realistic heroes. We're not here to save the world, just nudge the world into a better place."
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Re: Pathfinder in the Mists
There is always the point that Drakonese elfs would go with albesadow and Sithicus elfs would go with pishacha
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Ryan Naylor
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Re: Pathfinder in the Mists
That would be a perfectly reasonable compromise if you wanted a compromise position.
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Ryan Naylor
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Re: Pathfinder in the Mists
The last of the vampire templates, I swear.
To continue the linguistics discussion, the vrykolaka (singular)/vrykoloakas (plural) should actually probably be the vrykolakas (singular). The plural for that could be vrykolakes or vrykolakas (if you believe Pathfinder bestiary III). But that's not how it works in Ravenloft apparently.
The Pathfinder vrykolakas confusingly is a type of Walking Dead (like a wight), not a vampire. Unlike the Ravenloft version. Everyone confused yet?
To continue the linguistics discussion, the vrykolaka (singular)/vrykoloakas (plural) should actually probably be the vrykolakas (singular). The plural for that could be vrykolakes or vrykolakas (if you believe Pathfinder bestiary III). But that's not how it works in Ravenloft apparently.
The Pathfinder vrykolakas confusingly is a type of Walking Dead (like a wight), not a vampire. Unlike the Ravenloft version. Everyone confused yet?
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Ryan Naylor
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Re: Pathfinder in the Mists
Vrykolaka
Vrykolakas are a debased strain of vampire, reviled even by other undead. Their minds shattered by the change to undeath, they exist as nocturnal scavengers and plague-carriers. Vrykolakas have a cadaverous appearance, their distorted features either sunken or bloated from decay. Vrykolakas exhibit all the cosmetic symptoms of the diseases they carry, though they do not actually suffer any ill effects. Their eyes glow with dim green light and their fingers end in curving talons. Vrykolakas do not have fangs, instead opening their victims’ veins with a needle-like barb at the end of a dexterous, foot-long tongue.
The Vrykolaka Template
Creating a Vrykolaka
“Vrykolaka” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vrykolaka were once humanoids, fey, or monstrous humanoids. A vrykolaka uses the base creature’s stats and abilities except as noted here.
Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 5/magic and silver 5 +3 +5 +1
100-199 Mature +0 10/magic and silver 5 +3 +5 +1
200-299 Old +10 10/magic and silver 6 +4 +6 +2
300-499 Ancient +10 15/magic and silver 6 +5 +6 +2
500-999 Eminent +20 15/magic and silver 8 +6 +7 +3
1000+ Patriarch +30 15/magic and silver 10 +7 +7 +4
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A vrykolaka gains darkvision 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vrykolaka use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A vrykolaka gains resistance to cold 10 and electricity 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, a vrykolaka assumes swarm form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vrykolaka forced into swarm form has no effect. Once at rest, the vrykolaka is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Vrykolaka cannot tolerate the odour of garlic or arise and will not enter an area laced with their smell. It cannot cross an unbroken line of aniseed. Similarly, they will recoil from strongly presented holy symbols. These don’t harm the vrykolaka—they merely keep it at bay. A recoiling vrykolaka must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a vrykolaka at bay takes a standard action. After 1 round, a vrykolaka can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a vrykolaka’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vrykolaka. Exposing any vrykolaka to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vrykolaka equal to one third of its maximum hit points—a vrykolaka reduced to 0 hit points in this manner is destroyed. Driving an iron spike through a helpless vrykolaka’s skull instantly slays it (this is a full-round action). However, it returns to life if the spike is removed, unless the body is completely consumed by flame.
Vrykolaka are also particularly vulnerable to remove disease. If the spell is cast on a vrykolaka, it must make a Fortitude save or take 2 temporary negative levels. A vrykolaka asleep in its coffin or incapacitated by an iron spike automatically fails its save. If it gains as many negative levels as it has Hit Dice, it is permanently destroyed and dissolves into foul vapours (as a stinking cloud—caster level 12th).
Speed: See table above. If the base creature has a swim speed, the vrykolaka is not unduly harmed by running water.
Melee: A vrykolaka gains 2 claw attacks if the base creature didn’t have them. Damage for the claws depends on the vrykolaka’s size. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A vrykolaka gains several special attacks. Save DCs are equal to 10 + 1/2 vrykolaka’s HD + vrykolaka’s Cha modifier unless otherwise noted.
Blood Drain (Su): A vrykolaka can suck blood from a grappled opponent; if the vrykolaka establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vrykolaka heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. The victim must also save or be infected with the vrykolaka’s disease.
Children of the Night (Su): Once per day, a vrykolaka can call forth 1d4+1 mosquito or wasp swarms, 1d4 centipede swarms, or 1d6+1 flesh-eating cockroach swarms as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vrykolaka for up to 1 hour.
Create Spawn (Su): A vrykolaka can create spawn out of those it slays with disease, provided that the slain creature is of the same creature type as the vrykolaka’s base creature type. The victim rises from death as a vrykolaka in 1d4 days. This vrykolaka is under the command of the vrykolaka that created it, and remains enslaved until its master’s destruction. A vrykolaka may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vrykolaka may free an enslaved spawn in order to enslave a new spawn, but once freed, a vrykolaka or vrykolaka spawn cannot be enslaved again.
Disease (Ex): Any living creature that takes damage from a vrykolaka’s claw attacks or blood drain runs the risk of disease. All vrykolaka permanently carry one disease (typically filth fever). A vrykolaka can also transmit disease it acquires by drinking the blood of infected people, but the DC to avoid infection from these additional infections drops by 1 for every day that passes after transmission until reaching 0. A vrykolaka can carry any number of diseases at once. A vrykolaka adds it Charisma modifier to the DC to avoid infection.
Fever Sleep (Su): A vrykolaka can send opponents into feverish unconsciousness as a standard action. Anyone the vrykolaka targets must succeed on a Will save or fall unconscious under the vrykolaka’s influence, as though by a slumber hex (caster level 12th). The ability has a range of 30 feet. The vrykolaka does not wake its victims by drinking theri blood.
Special Qualities: A vrykolaka gains the following.
Spider Climb (Ex): A vrykolaka can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su): As a standard action, a vrykolaka can change into a centipede swarm, cockroach swarm, or mosquito swarm. The swarm has the same number of hit points as the vrykolaka, and any damage done to the swarm affects the vrykolaka. While in swarm form, a vrykolaka cannot use any of its own special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the vrykolaka is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Ability Scores: See below. As an undead creature, a vrykolaka has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +6 +8 -6 +4 +2
Mature +6 +10 -4 +4 +2
Old +8 +10 -4 +6 +4
Ancient +8 +12 -2 +6 +4
Eminent +10 +12 -2 +8 +6
Patriarch +12 +14 +0 +10 +8
Skills: Vrykolaka gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Vrykolaka gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
Vrykolakas are a debased strain of vampire, reviled even by other undead. Their minds shattered by the change to undeath, they exist as nocturnal scavengers and plague-carriers. Vrykolakas have a cadaverous appearance, their distorted features either sunken or bloated from decay. Vrykolakas exhibit all the cosmetic symptoms of the diseases they carry, though they do not actually suffer any ill effects. Their eyes glow with dim green light and their fingers end in curving talons. Vrykolakas do not have fangs, instead opening their victims’ veins with a needle-like barb at the end of a dexterous, foot-long tongue.
The Vrykolaka Template
Creating a Vrykolaka
“Vrykolaka” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vrykolaka were once humanoids, fey, or monstrous humanoids. A vrykolaka uses the base creature’s stats and abilities except as noted here.
Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 5/magic and silver 5 +3 +5 +1
100-199 Mature +0 10/magic and silver 5 +3 +5 +1
200-299 Old +10 10/magic and silver 6 +4 +6 +2
300-499 Ancient +10 15/magic and silver 6 +5 +6 +2
500-999 Eminent +20 15/magic and silver 8 +6 +7 +3
1000+ Patriarch +30 15/magic and silver 10 +7 +7 +4
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A vrykolaka gains darkvision 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vrykolaka use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A vrykolaka gains resistance to cold 10 and electricity 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, a vrykolaka assumes swarm form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vrykolaka forced into swarm form has no effect. Once at rest, the vrykolaka is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Vrykolaka cannot tolerate the odour of garlic or arise and will not enter an area laced with their smell. It cannot cross an unbroken line of aniseed. Similarly, they will recoil from strongly presented holy symbols. These don’t harm the vrykolaka—they merely keep it at bay. A recoiling vrykolaka must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a vrykolaka at bay takes a standard action. After 1 round, a vrykolaka can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a vrykolaka’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vrykolaka. Exposing any vrykolaka to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vrykolaka equal to one third of its maximum hit points—a vrykolaka reduced to 0 hit points in this manner is destroyed. Driving an iron spike through a helpless vrykolaka’s skull instantly slays it (this is a full-round action). However, it returns to life if the spike is removed, unless the body is completely consumed by flame.
Vrykolaka are also particularly vulnerable to remove disease. If the spell is cast on a vrykolaka, it must make a Fortitude save or take 2 temporary negative levels. A vrykolaka asleep in its coffin or incapacitated by an iron spike automatically fails its save. If it gains as many negative levels as it has Hit Dice, it is permanently destroyed and dissolves into foul vapours (as a stinking cloud—caster level 12th).
Speed: See table above. If the base creature has a swim speed, the vrykolaka is not unduly harmed by running water.
Melee: A vrykolaka gains 2 claw attacks if the base creature didn’t have them. Damage for the claws depends on the vrykolaka’s size. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A vrykolaka gains several special attacks. Save DCs are equal to 10 + 1/2 vrykolaka’s HD + vrykolaka’s Cha modifier unless otherwise noted.
Blood Drain (Su): A vrykolaka can suck blood from a grappled opponent; if the vrykolaka establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vrykolaka heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. The victim must also save or be infected with the vrykolaka’s disease.
Children of the Night (Su): Once per day, a vrykolaka can call forth 1d4+1 mosquito or wasp swarms, 1d4 centipede swarms, or 1d6+1 flesh-eating cockroach swarms as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vrykolaka for up to 1 hour.
Create Spawn (Su): A vrykolaka can create spawn out of those it slays with disease, provided that the slain creature is of the same creature type as the vrykolaka’s base creature type. The victim rises from death as a vrykolaka in 1d4 days. This vrykolaka is under the command of the vrykolaka that created it, and remains enslaved until its master’s destruction. A vrykolaka may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vrykolaka may free an enslaved spawn in order to enslave a new spawn, but once freed, a vrykolaka or vrykolaka spawn cannot be enslaved again.
Disease (Ex): Any living creature that takes damage from a vrykolaka’s claw attacks or blood drain runs the risk of disease. All vrykolaka permanently carry one disease (typically filth fever). A vrykolaka can also transmit disease it acquires by drinking the blood of infected people, but the DC to avoid infection from these additional infections drops by 1 for every day that passes after transmission until reaching 0. A vrykolaka can carry any number of diseases at once. A vrykolaka adds it Charisma modifier to the DC to avoid infection.
Fever Sleep (Su): A vrykolaka can send opponents into feverish unconsciousness as a standard action. Anyone the vrykolaka targets must succeed on a Will save or fall unconscious under the vrykolaka’s influence, as though by a slumber hex (caster level 12th). The ability has a range of 30 feet. The vrykolaka does not wake its victims by drinking theri blood.
Special Qualities: A vrykolaka gains the following.
Spider Climb (Ex): A vrykolaka can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su): As a standard action, a vrykolaka can change into a centipede swarm, cockroach swarm, or mosquito swarm. The swarm has the same number of hit points as the vrykolaka, and any damage done to the swarm affects the vrykolaka. While in swarm form, a vrykolaka cannot use any of its own special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the vrykolaka is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Ability Scores: See below. As an undead creature, a vrykolaka has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +6 +8 -6 +4 +2
Mature +6 +10 -4 +4 +2
Old +8 +10 -4 +6 +4
Ancient +8 +12 -2 +6 +4
Eminent +10 +12 -2 +8 +6
Patriarch +12 +14 +0 +10 +8
Skills: Vrykolaka gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Vrykolaka gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Wrethfetin
Halflings enjoy little more in life than a good pipe and a place in their communities. In undeath, even these simple comforts become twisted mockeries. Wrethfetin (halfling vampires) resemble their living kin, but their skin is pale and sometimes withered. Their teeth are long and sharp, giving their faces a feral cast. Wrethfetin often collect grisly trophies from their victims. Many are themselves missing a finger, toe or ear, having been collected from during their final moments of life.
The Wrethfetin Template
Creating a Wrethfetin
“Wrethfetin” is an acquired template that can be added to any halflings with 5 or more Hit Dice (referred to hereafter as the base creature). A wrethfetin uses the base creature’s stats and abilities except as noted here.
Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 10/magic and silver 3 +4 +6 +1
100-199 Mature +10 10/magic and silver 3 +4 +6 +1
200-299 Old +10 10/magic and silver 4 +5 +7 +2
300-499 Ancient +20 15/magic and silver 4 +6 +7 +2
500-999 Eminent +20 15/magic and silver 5 +7 +8 +3
1000+ Patriarch +30 15/magic and silver 6 +8 +8 +4
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A wrethfetin gains darkvision 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, wrethfetins use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A wrethfetin gains resistance to cold 10 and electricity 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. A wrethfetin’s fast healing increases by 1 during the week either side of the full moon, and by 2 during the 3 days of the full moon.
If reduced to 0 hit points in combat, a wrethfetin immediately assumes gaseous form and must attempt to return to its coffin. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a wrethfetin at this point has no effect. Once at rest, the wrethfetin is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Wrethfetins cannot tolerate the smell of tobacco smoke and will not enter an area heavy with its aroma. Similarly, they will recoil from strongly presented holy symbols. These don’t harm the wrethfetin—they merely keep it at bay. A recoiling wrethfetin must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a wrethfetin at bay takes a standard action. After 1 round, a wrethfetin can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
A wrethfetin is unable to enter a room with a fire burning in its hearth, and cannot pass through a doorway with an upright horseshoe nailed above it. A wrethfetin can never rest more than 1 mile from where it was first buried.
Reducing a wrethfetin’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay wrethfetins. Exposing any wrethfetin to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a wrethfetin equal to one third of its maximum hit points—a wrethfetin reduced to 0 hit points in this manner is destroyed. Furthermore, rainfall burns them like acid, dealing 4 points of damage per round (5 in heavy thunderstorms) if the wrethfetin is caught in the rain. Again, a wrethfetin reduced to 0 hit points in this manner is destroyed.
Driving a wooden stake through a helpless wrethfetin’s heart only harms it if the stake has been drawn from a crackling hearth fire within the last 2 rounds. This instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the hands and feet are severed and burnt in the hearth fire for 3 hours.
Speed: See table above.
Melee: A wrethfetin gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the wrethfetin’s size. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A wrethfetin gains several special attacks. Save DCs are equal to 10 + 1/2 wrethfetin’s HD + wrethfetin’s Cha modifier unless otherwise noted.
Blood Drain (Su): A wrethfetin can suck blood from a grappled opponent; if the wrethfetin establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The wrethfetin heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a wrethfetin can call forth 1d4+1 cat swarms (treat as rat swarms), 4d8 dogs or 2d4 riding dogs as a standard action. These creatures arrive in 2d6 rounds and serve the wrethfetin for up to 1 hour.
Create Spawn (Su): A wrethfetin can create spawn out of any halflings it slays with blood drain or vitality damage. The victim rises from death as a wrethfetin in 1d4 days. This wrethfetin is under the command of the wrethfetin that created it, and remains enslaved until its master’s destruction. A wrethfetin may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A wrethfetin may free an enslaved spawn in order to enslave a new spawn, but once freed, a wrethfetin or wrethfetin spawn cannot be enslaved again.
Fatigue Aura (Su): Any creature that comes within 60 ft of a wrethfetin must make a Will save or be fatigued for 1d6 rounds. Creatures that are already fatigued become exhausted instead.
Spell-like Abilities (Sp): At will—purify food and drink, putrefy food and drink; 3/day—create food and water (CL 12th).
Vitality Damage (Su): A creature struck by a wrethfetin’s slam attack suffers 1d4 points of Strength and Dexterity damage (Fortitude negates). The wrethfetin heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) per successful attack.
Special Qualities: A wrethfetin gains the following.
Change Shape (Su): A wrethfetin can use change shape to assume the form of a boar, dog, riding dog or owl, as beast shape II.
Gaseous Form (Su): As a standard action, a wrethfetin can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability. This takes the form of a cloud of pleasantly aromatic pipe tobacco smoke.
Padfoot (Ex): A wrethfetin moves in complete silence. It can always take 10 on a Stealth check, and doesn’t suffer Stealth penalties due to fast movement. If the victim is blinded, they also suffer a -4 penalty to initiative.
Ability Scores: See below. As an undead creature, a wrethfetin has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +0 +6 +2 +4 +6
Mature +0 +6 +2 +6 +6
Old +2 +8 +4 +6 +8
Ancient +2 +8 +4 +8 +8
Eminent +4 +10 +6 +8 +10
Patriarch +6 +12 +8 +10 +12
Skills: Wrethfetins gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Wrethfetins gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
Halflings enjoy little more in life than a good pipe and a place in their communities. In undeath, even these simple comforts become twisted mockeries. Wrethfetin (halfling vampires) resemble their living kin, but their skin is pale and sometimes withered. Their teeth are long and sharp, giving their faces a feral cast. Wrethfetin often collect grisly trophies from their victims. Many are themselves missing a finger, toe or ear, having been collected from during their final moments of life.
The Wrethfetin Template
Creating a Wrethfetin
“Wrethfetin” is an acquired template that can be added to any halflings with 5 or more Hit Dice (referred to hereafter as the base creature). A wrethfetin uses the base creature’s stats and abilities except as noted here.
Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 10/magic and silver 3 +4 +6 +1
100-199 Mature +10 10/magic and silver 3 +4 +6 +1
200-299 Old +10 10/magic and silver 4 +5 +7 +2
300-499 Ancient +20 15/magic and silver 4 +6 +7 +2
500-999 Eminent +20 15/magic and silver 5 +7 +8 +3
1000+ Patriarch +30 15/magic and silver 6 +8 +8 +4
CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A wrethfetin gains darkvision 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, wrethfetins use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A wrethfetin gains resistance to cold 10 and electricity 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. A wrethfetin’s fast healing increases by 1 during the week either side of the full moon, and by 2 during the 3 days of the full moon.
If reduced to 0 hit points in combat, a wrethfetin immediately assumes gaseous form and must attempt to return to its coffin. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a wrethfetin at this point has no effect. Once at rest, the wrethfetin is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Wrethfetins cannot tolerate the smell of tobacco smoke and will not enter an area heavy with its aroma. Similarly, they will recoil from strongly presented holy symbols. These don’t harm the wrethfetin—they merely keep it at bay. A recoiling wrethfetin must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a wrethfetin at bay takes a standard action. After 1 round, a wrethfetin can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
A wrethfetin is unable to enter a room with a fire burning in its hearth, and cannot pass through a doorway with an upright horseshoe nailed above it. A wrethfetin can never rest more than 1 mile from where it was first buried.
Reducing a wrethfetin’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay wrethfetins. Exposing any wrethfetin to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a wrethfetin equal to one third of its maximum hit points—a wrethfetin reduced to 0 hit points in this manner is destroyed. Furthermore, rainfall burns them like acid, dealing 4 points of damage per round (5 in heavy thunderstorms) if the wrethfetin is caught in the rain. Again, a wrethfetin reduced to 0 hit points in this manner is destroyed.
Driving a wooden stake through a helpless wrethfetin’s heart only harms it if the stake has been drawn from a crackling hearth fire within the last 2 rounds. This instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the hands and feet are severed and burnt in the hearth fire for 3 hours.
Speed: See table above.
Melee: A wrethfetin gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the wrethfetin’s size. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A wrethfetin gains several special attacks. Save DCs are equal to 10 + 1/2 wrethfetin’s HD + wrethfetin’s Cha modifier unless otherwise noted.
Blood Drain (Su): A wrethfetin can suck blood from a grappled opponent; if the wrethfetin establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The wrethfetin heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a wrethfetin can call forth 1d4+1 cat swarms (treat as rat swarms), 4d8 dogs or 2d4 riding dogs as a standard action. These creatures arrive in 2d6 rounds and serve the wrethfetin for up to 1 hour.
Create Spawn (Su): A wrethfetin can create spawn out of any halflings it slays with blood drain or vitality damage. The victim rises from death as a wrethfetin in 1d4 days. This wrethfetin is under the command of the wrethfetin that created it, and remains enslaved until its master’s destruction. A wrethfetin may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A wrethfetin may free an enslaved spawn in order to enslave a new spawn, but once freed, a wrethfetin or wrethfetin spawn cannot be enslaved again.
Fatigue Aura (Su): Any creature that comes within 60 ft of a wrethfetin must make a Will save or be fatigued for 1d6 rounds. Creatures that are already fatigued become exhausted instead.
Spell-like Abilities (Sp): At will—purify food and drink, putrefy food and drink; 3/day—create food and water (CL 12th).
Vitality Damage (Su): A creature struck by a wrethfetin’s slam attack suffers 1d4 points of Strength and Dexterity damage (Fortitude negates). The wrethfetin heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) per successful attack.
Special Qualities: A wrethfetin gains the following.
Change Shape (Su): A wrethfetin can use change shape to assume the form of a boar, dog, riding dog or owl, as beast shape II.
Gaseous Form (Su): As a standard action, a wrethfetin can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability. This takes the form of a cloud of pleasantly aromatic pipe tobacco smoke.
Padfoot (Ex): A wrethfetin moves in complete silence. It can always take 10 on a Stealth check, and doesn’t suffer Stealth penalties due to fast movement. If the victim is blinded, they also suffer a -4 penalty to initiative.
Ability Scores: See below. As an undead creature, a wrethfetin has no Constitution score.
Category Str Dex Int Wis Cha
Fledgling +0 +6 +2 +4 +6
Mature +0 +6 +2 +6 +6
Old +2 +8 +4 +6 +8
Ancient +2 +8 +4 +8 +8
Eminent +4 +10 +6 +8 +10
Patriarch +6 +12 +8 +10 +12
Skills: Wrethfetins gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Wrethfetins gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Salient Abilities
The following salient abilities are available to vampires (although not to spawn) of any strain. Vampires typically gain one salient ability with every century of undeath.
Energy Resistance (Ex): One of the vampire’s energy resistances increases by 10, or it gains resistance 10 to a new energy type.
Frightful Presence (Su): The vampire gains the frightful presence ability, with a range of 30 ft.
Hypnotic Vapour (Su): The vampire can use its dominate ability while in gaseous form. The mist roils with strange colour and hypnotic movements.
Improved Special Attack (Su): The DC for saves against one of the vampire’s special attacks increases by 4.
Light Sleep (Ex): The vampire can be woken during the day in the same manner living creatures can, and can make Perception checks while asleep. Vampires without this ability cannot be woken during the day and are completely helpless until nightfall.
Mastermind (Su): Vampires with this ability can have a number of enslaved spawn totaling four times its total Hit Dice. In addition, the vampire chooses one of the following three abilities: clairaudience, clairvoyance, or telepathy.
Depending on the ability chosen, the vampire can hear what its spawn hears, see what it sees, or communicate telepathically with it. The vampire may exercise or end its use of this ability as a standard action and maintain its connection to its spawn for as long as it wishes. A vampire may only use this ability with one spawn at a time. The vampire and vampire spawn must be on the same plane for this ability to function. While using this ability, the vampire enters a catatonic state similar to its daily rest and is treated as helpless, though it is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls its body.
Noble Dead (Su): A vampire with this ability possesses an ancient and legendary bloodline. He gains a +2 bonus on all Diplomacy checks, which increases to +4 if being utilized against another undead creature. In addition, he gains channel resistance +6, and the DC of his dominate ability increases by +2.
Persuasive (Su): A persuasive vampire can make a suggestion to any number of targets within 30 feet (Will negates). This is the equivalent of a suggestion spell (caster level 12th). The vampire can pick and choose which targets to affect with the ability.
Reduced Vulnerability (Ex): The vampire loses one of its vulnerabilities, such as being repulsed by holy symbols or garlic.
Scent (Ex): The vampire gains the scent ability.
Sunlight Resistance (Su): This ability provides a vampire a measure of resistance against sunlight. On the second and all later rounds of exposure to direct sunlight, the vampire takes damage equal to one-third of its maximum hit points and is destroyed if this brings it to 0 hit points. The vampire is staggered on any round it is exposed to direct sunlight. This ability can be taken multiple times, each increasing the duration by 1 round.
Swarm Form (Su): As a standard action, a vampire with this ability can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has a number of hit points equal to the vampire, and any damage done to the swarm affects the vampire’s hit point total. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed. The vampire also retains all of its usual special qualities. While in swarm form the vampire is still considered to be an undead creature with its total number of Hit Dice. A vampire can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise.
Uncanny (Su): The vampire can use one spell of level 5 or lower as a supernatural ability once per day (caster level 12th). Examples include animate dead, darkness, dimension door, and invisibility.
Variants
Alternate Form (Ex): Many, many vampires in Ravenloft assume alternate forms atypical for their strain. Examples include foxes, hawks, horses, ravens, and snakes.
Ancient Youth (Ex): A vampire with this ability transformed into one of the undead at a very young age, and has been trapped within an adolescent body for an existence possibly measuring in centuries. Vampires with this ability are one size smaller than creatures of their type and gain a +4 bonus on all Bluff checks.
Moonbane Vampire (Ex): A moonbane vampire is vulnerable to the light of the full moon. A moonbane vampire exposed to the light of the full moon is treated as slowed (Will DC 15 negates). If the moon is waxing or waning (that is, not yet or no longer full), the vampire can still be affected, but it gains a +4 bonus on its save. A moonless night has no ill effect on the vampire.
Savage Vampire (Ex): A savage vampire has none of the traditional vampire’s personality or persuasiveness, instead relying on brute force. Instead of gaining a slam attack, the vampire gains 2 claw attacks. Each may be used to deal ability damage or energy drain each round. The vampire loses abilities such as domination which rely on subtlety.
The vampire gains +4 Str, -4 Int, -4 Wis, -4 Cha (modified from the base vampire). It does not gain a racial bonus to Sense Motive.
The following salient abilities are available to vampires (although not to spawn) of any strain. Vampires typically gain one salient ability with every century of undeath.
Energy Resistance (Ex): One of the vampire’s energy resistances increases by 10, or it gains resistance 10 to a new energy type.
Frightful Presence (Su): The vampire gains the frightful presence ability, with a range of 30 ft.
Hypnotic Vapour (Su): The vampire can use its dominate ability while in gaseous form. The mist roils with strange colour and hypnotic movements.
Improved Special Attack (Su): The DC for saves against one of the vampire’s special attacks increases by 4.
Light Sleep (Ex): The vampire can be woken during the day in the same manner living creatures can, and can make Perception checks while asleep. Vampires without this ability cannot be woken during the day and are completely helpless until nightfall.
Mastermind (Su): Vampires with this ability can have a number of enslaved spawn totaling four times its total Hit Dice. In addition, the vampire chooses one of the following three abilities: clairaudience, clairvoyance, or telepathy.
Depending on the ability chosen, the vampire can hear what its spawn hears, see what it sees, or communicate telepathically with it. The vampire may exercise or end its use of this ability as a standard action and maintain its connection to its spawn for as long as it wishes. A vampire may only use this ability with one spawn at a time. The vampire and vampire spawn must be on the same plane for this ability to function. While using this ability, the vampire enters a catatonic state similar to its daily rest and is treated as helpless, though it is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls its body.
Noble Dead (Su): A vampire with this ability possesses an ancient and legendary bloodline. He gains a +2 bonus on all Diplomacy checks, which increases to +4 if being utilized against another undead creature. In addition, he gains channel resistance +6, and the DC of his dominate ability increases by +2.
Persuasive (Su): A persuasive vampire can make a suggestion to any number of targets within 30 feet (Will negates). This is the equivalent of a suggestion spell (caster level 12th). The vampire can pick and choose which targets to affect with the ability.
Reduced Vulnerability (Ex): The vampire loses one of its vulnerabilities, such as being repulsed by holy symbols or garlic.
Scent (Ex): The vampire gains the scent ability.
Sunlight Resistance (Su): This ability provides a vampire a measure of resistance against sunlight. On the second and all later rounds of exposure to direct sunlight, the vampire takes damage equal to one-third of its maximum hit points and is destroyed if this brings it to 0 hit points. The vampire is staggered on any round it is exposed to direct sunlight. This ability can be taken multiple times, each increasing the duration by 1 round.
Swarm Form (Su): As a standard action, a vampire with this ability can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has a number of hit points equal to the vampire, and any damage done to the swarm affects the vampire’s hit point total. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed. The vampire also retains all of its usual special qualities. While in swarm form the vampire is still considered to be an undead creature with its total number of Hit Dice. A vampire can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise.
Uncanny (Su): The vampire can use one spell of level 5 or lower as a supernatural ability once per day (caster level 12th). Examples include animate dead, darkness, dimension door, and invisibility.
Variants
Alternate Form (Ex): Many, many vampires in Ravenloft assume alternate forms atypical for their strain. Examples include foxes, hawks, horses, ravens, and snakes.
Ancient Youth (Ex): A vampire with this ability transformed into one of the undead at a very young age, and has been trapped within an adolescent body for an existence possibly measuring in centuries. Vampires with this ability are one size smaller than creatures of their type and gain a +4 bonus on all Bluff checks.
Moonbane Vampire (Ex): A moonbane vampire is vulnerable to the light of the full moon. A moonbane vampire exposed to the light of the full moon is treated as slowed (Will DC 15 negates). If the moon is waxing or waning (that is, not yet or no longer full), the vampire can still be affected, but it gains a +4 bonus on its save. A moonless night has no ill effect on the vampire.
Savage Vampire (Ex): A savage vampire has none of the traditional vampire’s personality or persuasiveness, instead relying on brute force. Instead of gaining a slam attack, the vampire gains 2 claw attacks. Each may be used to deal ability damage or energy drain each round. The vampire loses abilities such as domination which rely on subtlety.
The vampire gains +4 Str, -4 Int, -4 Wis, -4 Cha (modified from the base vampire). It does not gain a racial bonus to Sense Motive.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Vampire Spawn
Vampire spawn are undead creatures that come into being when vampires drain the life forces of their victims. They are like their creators in many ways, albeit less powerful and typically less in control of their bestial appetites. Unlike their creators, their personalities do not survive the transition to undeath.
Vampire spawn are created when a vampire slays a creature of the appropriate type but less than 5 Hit Dice with its blood drain, ability drain or energy drain attacks. If the victim has more than 5 Hit Dice, the master vampire can choose as a free action whether to create a vampire spawn or a full (but subservient) vampire.
Nonari and goatsuckers cannot create vampire spawn. Penanggalan spawn manananggal from humanoid women with at least 10 Hit Dice slain by the penanggalan’s blood drain.
Barovian vampire spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, DR 5/ silver, fast healing 2, resist cold and electricity 10, undead traits
Weaknesses resurrection vulnerability, Barovian vampire weaknesses
Offense
Speed 30 ft.
Melee slam +4 (1d4+1 plus energy drain)
Special Attacks blood drain, dominate (DC 14), energy drain (1 level, DC 14)
Statistics
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ change shape, gaseous form, shadowless, spider climb
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A Barovian vampire can suck blood from a grappled opponent; if the Barovian vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The Barovian vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su): A Barovian vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Dominate (Su): A Barovian vampire can crush a humanoid opponent’s will as a standard action. Anyone the Barovian vampire targets must succeed on a Will save or fall instantly under the Barovian vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some Barovian vampires might be able to affect different creature types with this power.
Gaseous Form (Su): As a standard action, a Barovian vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a Barovian vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Shadowless (Ex): A Barovian vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A Barovian vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Barovian Vampire Weaknesses (Ex): Barovian vampires cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the Barovian vampire—they merely keep it at bay. A recoiling Barovian vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a Barovian vampire at bay takes a standard action. After 1 round, a Barovian vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Barovian vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a Barovian vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a Barovian vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a Barovian vampire forced into gaseous form has no effect. Once at rest, the Barovian vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay Barovian vampires. Exposing any Barovian vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a Barovian vampire equal to one third of its maximum hit points—a Barovian vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless Barovian vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Hulzurdan spawn
CR 4 (XP 800)
LE Medium undead
Init +0; Senses darkvision 60 ft., tremorsense 60 ft (on stone); Perception +11
Defense
AC 15, touch 11, flat-footed 14 (+5 natural)
hp 26 (4d8+8)
Fort +3, Ref +1, Will +5
Defensive Abilities channel resistance +2, DR 5/ silver, fast healing 2 (when underground), resist cold and electricity 10, SR 12, undead traits
Weaknesses transmute rock to mud vulnerability, hulzurdan weaknesses
Offense
Speed 20 ft.
Melee slam +4 (1d4+1 plus Strength drain)
Special Attacks blood drain, inspire fear (DC 14), Strength drain (1d4, DC 14)
Statistics
Str 12, Dex 10, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +15; Racial Modifier +8 Stealth
Languages Common
SQ stonewalk
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A hulzurdan can suck blood from a grappled opponent; if the hulzurdan establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The hulzurdan heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Inspire Fear (Su): A hulzurdan can cause fear as a standard action. Any living creature the hulzurdan targets must succeed on a Will save or be panicked, as though by a fear spell (caster level 12th). The ability has a range of 30 feet.
Spell Resistance (Su): A hulzurdan cannot voluntarily lower its spell resistance.
Strength Drain (Su): A creature struck by a hulzurdan’s slam attack suffers 1d4 points of Strength drain.
Stonewalk (Su): At will as a standard action, a hulzurdan can merge with solid stone, as a meld with stone spell (CL 12th) except that it can move through the stone with a speed of 20 ft and can remain within the stone indefinitely.
Transmute Rock to Mud Vulnerability (Su): A transmute rock to mud or similar spell cast on a hulzurdan spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Hulzurdan Weaknesses (Ex): Hulzurdans cannot cross an unbroken line of metal shavings, even when stone walking. Hulzurdan recoil from mirrors or strongly presented holy symbols. These things don’t harm the hulzurdan—they merely keep it at bay. A recoiling hulzurdan must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a hulzurdan at bay takes a standard action. After 1 round, a hulzurdan can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
A hulzurdan is unable to enter any structure that is not constructed at least in part from stone.
Reducing a hulzurdan’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a hulzurdan must attempt to return to its coffin using its stonewalk ability. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a hulzurdan at this point has no effect. Once at rest, the hulzurdan is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay hulzurdans. Exposing a hulzurdan to direct sunlight staggers it on the first round of exposure and turns it to stone (as flesh to stone) on the second consecutive round of exposure if it does not escape. A stone to flesh spell can reverse the transformation. Each round of immersion in a natural spring inflicts damage on a hulzurdan equal to one third of its maximum hit points—a hulzurdan reduced to 0 hit points in this manner is destroyed. Driving a piece of natural stone (such as a stalactite) through a helpless hulzurdan’s heart instantly slays it (this is a full-round action). However, it returns to life if the shaft is removed, unless its heart is cut out, soaked in oil for 3 days, and burnt in a dwarven forge.
Jiang-shi spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +12
Defense
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 22 (4d8+4)
Fort +3, Ref +2, Will +6
Defensive Abilities channel resistance +2, DR 5/ silver, fast healing 2, prayer scroll, resist cold 20, undead traits
Weaknesses resurrection vulnerability, jiang-shi weaknesses
Offense
Speed 20 ft.
Melee Bite +4 (1d6+1), 2 claws +4 (1d6+1 plus grab, critical 19-20)
Special Attacks drain chi (1 negative level, DC 13 plus staggered 1d4 rounds)
Statistics
Str 12, Dex 12, Con —, Int 11, Wis 15, Cha 13
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +8, Knowledge (religion) +7, Perception +12, Stealth +16; Racial Modifier +8 Stealth
Languages Common
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Drain Chi (Su): Instead of draining blood, a jiang-shi drains “chi,” or life energy, from a victim’s breath. When a jiang-shi makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage), the jiang-shi can attempt to drain chi by drinking the victim’s breath. The victim can resist this attack by making a successful Fortitude save. On a failed save, the victim gains 1 negative level and is staggered for 1d4 rounds.
Prayer Scroll (Su): The scroll attached to the brow of a jiang-shi grants immunity to any effects generated from spell-completion or spell-trigger magic items, such as scrolls and wands. Such magical effects treat the jiang-shi as if it had unbeatable spell resistance. A jiang-shi‘s prayer scroll can be removed with a successful steal combat manoeuvre, which immediately ends the jiang-shi’s immunity to these effects. If a jiang-shi’s prayer scroll is destroyed (a standard action), the vampire also loses its fast healing ability. A jiang-shi may create a replacement prayer scroll by using any strip of parchment and a writing instrument, but doing so requires 10 minutes of uninterrupted work.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a jiang-shi spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Jiang-shi Weaknesses (Ex): Jiang-shis recoil from mirrors or the sound of handbells rung within 10 feet of them. Cooked rice, which to jiang-shis mocks the fundamental fact that they no longer eat food, shames them into recoiling as well. These things don’t harm a jiang-shi—they merely keep it at bay for a period of time. A recoiling jiang-shi must stay at least 5 feet away from the object of its revulsion, and cannot touch or make melee attacks against a creature brandishing the object during that round. Holding a jiang-shi at bay takes a standard action. After being held at bay for 1 round, a jiang-shi can attempt to overcome its revulsion of the object and function normally each round it makes a DC 20 Will save at the start of its turn.
Reducing a jiang-shi’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points, a jiang-shi crumbles to dust but is not destroyed. It reforms in 1 minute with 1 hit point in the same space, or the nearest unoccupied space. Scattering the dust before the jiang-shi reforms destroys it permanently, as does mixing rice into the dust with a dose of holy water. Jiang-shi are also susceptible to wooden weapons carved from peach trees, as such weapons represent the unity of all elements and life to these creatures. A wooden weapon carved from a peach tree automatically bypasses a jiang-shi’s damage reduction. Additionally, any successful hit from such a weapon that reduces a jiang-shi to 0 hit points immediately destroys the creature. Although they normally retreat from daylight, jiang-shi are not destroyed by sunlight like regular vampires and can move around during the day without harm.
Kuei-jin spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, corrosion, DR 5/ silver, fast healing 2, resist cold and electricity 10, undead traits
Weaknesses resurrection vulnerability, kuei-jin weaknesses
Offense
Speed 30 ft, weightless step 10 ft.
Melee 2 claws +4 (1d4+1 plus energy drain)
Special Attacks blood drain, energy drain (1 level, DC 14), mesmerism (DC 14)
Statistics
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ change shape, invisibility, shadowless, weightless step
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A kuei-jin can suck blood from a grappled opponent; if the kuei-jin establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The kuei-jin heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su): A kuei-jin can use change shape to assume the form of a tiger, as beast shape II.
Corrosion (Su): Any non-magical weapon that strikes a kuei-jin takes 1 point of damage due to aging. This damage bypasses the weapon’s hardness.
Invisibility (Su): A kuei-jin can turn itself invisible as a standard action. It can remain invisible indefinitely, but still becomes immediately visible if it makes a direct attack.
Mesmerism (Su): A kuei-jin can paralyse an opponent as a standard action. Anyone the kuei-jin targets must succeed on a Will save or be paralysed as though by a hold monster spell (caster level 12th). The ability has a range of 30 ft.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a kuei-jin spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Shadowless (Ex): A kuei-jin casts no shadows and shows no reflection in a mirror.
Weightless Step (Su): At will, the kuei-jin can levitate (caster level 12th).
Kuei-jin Weaknesses (Ex): Kuei-jin cannot tolerate the odour of burning incense made from rosemary and myrrh and will not enter an area laced with its smoke. Similarly, they will recoil from garlands woven from rosemary and ivy. This doesn’t harm the kuei-jin—it merely keeps it at bay. A recoiling kuei-jin must stay at least 5 feet away from the garland and cannot touch or make melee attacks against that creature. Holding a kuei-jin at bay takes a standard action. After 1 round, a kuei-jin can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a kuei-jin’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a kuei-jin becomes invisible and intangible (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a kuei-jin forced into intangible form has no effect. Once at rest, the kuei-jin is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay kuei-jin. Exposing any kuei-jin to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a kuei-jin equal to one third of its maximum hit points—a kuei-jin reduced to 0 hit points in this manner is destroyed. Driving a bamboo shaft through a helpless Kuei-jin’s heart instantly slays it (this is a full-round action). However, it returns to life if the shaft is removed, unless bless is cast on a rosemary blossom placed in the kuei-jin’s mouth and its lips and eyelids are sewn shut with a silver needle.
Manananggal
CR 7 (XP 3,200)
CE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +16
Defense
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 85 (10d8+40)
Fort +7, Ref +8, Will +10
DR 10/good or silver; Immune undead traits
Weaknesses light sensitivity, vulnerable to light blades
Offense
Speed 30 ft., fly 100 ft. (good)
Melee bite +11 (1d8+4), 2 claws +12 (1d8+4 plus grab)
Special Attacks blood drain (1d2 Constitution)
Spell-Like Abilities (CL 9th; concentration +13)
At will—bleed (DC 14), dancing lights, touch of fatigue (DC 14)
3/day—darkness, deep slumber (DC 17), fear (DC 18)
Statistics
Str 19, Dex 17, Con —, Int 12, Wis 16, Cha 19
Base Atk +7; CMB +11 (+15 grapple); CMD 25
Feats Deceitful, Dodge, Flyby Attack, Lightning Reflexes, Weapon Focus (claws)
Skills Bluff +18, Disguise +21, Fly +16, Knowledge (religion) +11, Perception +16, Sense Motive +11, Spellcraft +6
Languages Abyssal, Common
SQ separate
Ecology
Environment any land
Organization solitary or pack (2–6)
Treasure standard
Special Abilities
Blood Drain (Su): A manananggal can suck blood from a grappled opponent; if the manananggal establishes or maintains a pin, it drains blood, dealing 1d2 points of Constitution damage. The manananggal heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Separate (Su): During the day, a manananggal looks like a living human woman. She does not detect as undead during the day, but is still an undead creature. At night, her upper torso rips away (this is a full round action that occurs at sunset), leaving her lower torso behind. Her lower torso is helpless, but her upper torso gains its fly speed and natural attacks at this time. The upper and lower portions share the same pool of hit points (despite any intervening distance), and if the helpless lower portion is damaged, the manananggal is immediately aware of the attack. Since manananggals can be destroyed by damage to their lower bodies, they prefer to hide their lower torsos when separated. A manananggal must return to its lower torso and reattach to it (a full-round action) within the hour before sunrise—each round a manananggal remains separated after sunrise, it takes 1d6 points of damage until it rejoins its lower torso or it crumbles into dust.
Vulnerable to Light Blades (Ex): Light blades (such as daggers, kamas, kukris, rapiers, short swords, sickles, and starknives) deal double the weapon’s base damage on a successful hit against a manananggal.
Nosferatu spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d8+12)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, DR 5/ silver, lunar regeneration, resist cold and electricity 10, undead traits
Weaknesses resurrection vulnerability, nosferatu weaknesses
Offense
Speed 30 ft.
Melee slam +3 (1d4)
Special Attacks blood drain, dominate (DC 15)
Statistics
Str 10, Dex 12, Con —, Int 11, Wis 13, Cha 17
Base Atk +3; CMB +3; CMD 14
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +10, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ change shape, daylight powerlessness, gaseous form, restful sleep, spider climb
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A nosferatu can suck blood from a grappled opponent; if the nosferatu establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The nosferatu heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. The victim must also make a Will save or be dominated.
A rare subtype of nosferatu, called cerebral vampires, deal Intelligence damage instead. Victims reduced to 0 Intelligence fall into a catatonic stupor; if killed while in this stupor they return as cerebral vampires with their original Intelligence intact.
Change Shape (Su): A nosferatu can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Daylight Powerlessness (Ex): Although nosferatu are not directly harmed by sunlight, they cannot use any of their supernatural abilities between sunrise and sunset. A nosferatu that is actually exposed to direct sunlight must sleep in its coffin for 8 full hours to regain its powers. A nosferatu can continue to exert influence over previously dominated victims during the day but cannot dominate new ones. A nosferatu caught in an alternate from by daybreak is trapped in that form until it regains its powers.
Dominate (Su): A nosferatu can crush a humanoid opponent’s will as a standard action. Anyone the nosferatu targets must succeed on a Will save or fall instantly under the nosferatu’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some nosferatu might be able to affect different creature types with this power.
Gaseous Form (Su): As a standard action, a nosferatu can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability.
Lunar Regeneration (Su): A nosferatu gains the regeneration trait whenever it is exposed to direct moonlight. The nosferatu heals at a rate determined by the phase of the moon.
Crescent (13 days per month) 1
Half (8 days per month) 2
Gibbous (4 days per month) 4
Full (3 days per month) 6
The nosferatu cannot die as long as its regeneration is still functioning. Fire, acid and blessed or holy weapons cause the nosferatu’s renegeration to stop functioning on the round following the attack. During this round, it does not heal and can be killed (although see above). Regenerating nosferatu can reattach severed limbs (regardless of how long it has been since they were severed) but cannot regrow them. A nosferatu cannot regenerate if its head and torso are separated, but can if they are reattached.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a nosferatu spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Restful Sleep (Ex): So long as it has at least 1 hit point, a nosferatu heals 1 hit point per Hit Dice per hour that it spends lying in its coffin.
Spider Climb (Su): A nosferatu can climb sheer surfaces as though under the effects of a spider climb spell.
Nosferatu Weaknesses (Ex): Nosferatu cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the nosferatu—they merely keep it at bay. A recoiling nosferatu must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a nosferatu at bay takes a standard action. After 1 round, a nosferatu can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a nosferatu’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, the nosferatu collapses as if slain, but is not truly slain. If exposed to moonlight, it begins to regenerate.
However, certain attacks can slay nosferatu. Each round of immersion in running water inflicts damage on a nosferatu equal to one third of its maximum hit points—a nosferatu reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless nosferatu’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed and it is exposed to moonlight, unless it is consumed by flame or its limbs are scattered beyond the reach of its surviving minions.
Obyri spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft., lowlight vision, scent; Perception +12
Defense
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 26 (4d8+8)
Fort +3, Ref +2, Will +6
Defensive Abilities channel resistance +2, DR 5/ wood and piercing, fast healing 2, resist cold, electricity and sonic 10, undead traits
Weaknesses obyri weaknesses
Offense
Speed 30 ft.
Melee claw +3 (1d6)
Special Attacks blood drain, dominate (DC 14), telekinesis (DC 14)
Statistics
Str 10, Dex 12, Con —, Int 11, Wis 15, Cha 15
Base Atk +3; CMB +3; CMD 14
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +12, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ shadowless, spider climb, swarm form, telepathy
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): An obyri can suck blood from a grappled opponent; if the obyri establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution and Wisdom damage. The obyri heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Dominate (Su): An obyri can crush a humanoid opponent’s will as a standard action. Anyone the obyri targets must succeed on a Will save or fall instantly under the obyri’s influence, as though by a dominate person or dominate animal spell (caster level 12th). The ability has a range of 30 feet.
Shadowless (Ex): An obyri casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): An obyri can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su): As a standard action, an obyri can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has the same number of hit points as the obyri, and any damage done to the swarm affects the obyri. While in swarm form, an obyri cannot use any of its own special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the obyri is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Telekinesis (Su): As a standard action, an obyri can use telekinesis, as the spell (caster level 12th).
Telepathy (Su): An obyri can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, it can communicate with any animal, magical beast, or vermin.
Obyri Weaknesses (Ex): Obyri cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the obyri—they merely keep it at bay. A recoiling obyri must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding an obyri at bay takes a standard action. After 1 round, an obyri can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Obyri cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing an obyri’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, an obyri assumes swarm form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to an obyri forced into swarm form has no effect. Once at rest, the obyri is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay obyri. Exposing any obyri to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on an obyri equal to one third of its maximum hit points—an obyri reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless obyri’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Pishacha spawn
CR 4 (XP 800)
LE Medium undead
Init +2; Senses darkvision 60 ft., lowlight vision; Perception +11
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 22 (4d8+4)
Fort +3, Ref +3, Will +6
Defensive Abilities channel resistance +1, DR 5/ silver, fast healing 2, resist cold and electricity 10, undead traits
Weaknesses plant shape vulnerability, pishacha weaknesses
Offense
Speed 30 ft.
Melee slam +4 (1d4+1 plus Charisma drain)
Special Attacks Charisma drain (1d4, DC 13), wretched gaze (DC 13)
Statistics
Str 12, Dex 14, Con —, Int 11, Wis 15, Cha 13
Base Atk +3; CMB +4; CMD 16
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +8, Knowledge (religion) +7, Perception +12, Stealth +17; Racial Modifier +8 Stealth
Languages Common
SQ black thumb, change shape, plantwalk
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Black Thumb (Su): Any plant touched by a pishacha’s bare skin must make a Fortitude save or suffer 1d4 points of damage per minute until it dies. This withering process can only be prevented by destroying the vampire. The pishacha cannot suppress this ability, and can feel the agony of the plants they slowly kill. This affliction is enough to drive many to the brink of madness.
Change Shape (Su): A pishacha can use change shape to assume the form of an eagle or giant eagle, as beast shape II.
Charisma Drain (Su): A creature struck by a pishacha’s slam attack suffers 1d4 points of Charisma drain. The pishacha heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) with each attack. If the victim’s Charisma drops below 3, they become a lost one with the suicidal thoughts madness effect. If the victim’s Charisma drops to 0, they lose the will to live and die within 2d6 rounds.
Plant Shape Vulnerability (Su): A plant shape I or similar spell cast on a pischacha spawn (as a melee touch attack) destroys it (Will negates). Using the spell in this way does not require a material component.
Plantwalk (Su): At will as a standard action, a pishacha can tree stride between living trees. Both trees are subject to its black thumb ability.
Wretched Gaze (Su): All creatures within a 30-foot radius that see a pishacha’s scarred face must make a Will save or be paralysed by fear for 2d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same Pishacha’s wretched gaze for 24 hours. This is a paralysis and a mind-affecting fear affect.
Pishacha Weaknesses (Ex): Pishachas cannot cross an unbroken line of freshly picked flowers or flower petals (picked within the last day). If it hears music being played or sung, it must make a Will save (DC 20) or be enthralled. The pishacha can make a new save each round to overcome the effect, which also ends immediately if the vampire is attacked.
A pishacha suffers 1d4 points of damage per round while underground, and cannot use its fast healing or any supernatural or spell-like abilities until it returns to the surface.
Reducing a pishacha’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a pishacha must attempt to return to its coffin using its plantwalk ability. If it spends more than 2 consecutive rounds outside a tree before it reaches its coffin, it is utterly destroyed. Additional damage dealt to a pishacha at this point has no effect. Once at rest, the pishacha is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay Pishachas. A pishacha must retreat to its coffin at sunset. If it does not, it is staggered on the first round after sunset and destroyed on the second. It is unaffected by sunlight or running water, although fresh tree sap burns them as holy water.
Driving a charcoal stake through a helpless Pishacha’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and burnt for 24 hours in a fire fuelled with flowers and flowering shrubs.
Vrykolaka spawn
CR 4 (XP 800)
LE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +10
Defense
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +3, Will +5
Defensive Abilities channel resistance +1, DR 5/ silver, fast healing 2, resist cold and electricity 10, undead traits
Weaknesses vrykolaka weaknesses
Offense
Speed 30 ft.
Melee 2 claws +4 (1d4+1 plus disease)
Special Attacks blood drain, disease—filth fever (injury; save Fort DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.), fever sleep (DC 14)
Statistics
Str 12, Dex 14, Con —, Int 6, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +7, Perception +10, Stealth +15; Racial Modifier +8 Stealth
Languages Common
SQ spider climb, swarm form
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A vrykolaka can suck blood from a grappled opponent; if the vrykolaka establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vrykolaka heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. The victim must also save or be infected with the vrykolaka’s disease.
Disease (Ex): Any living creature that takes damage from a vrykolaka’s claw attacks or blood drain runs the risk of disease. All vrykolaka permanently carry one disease (typically filth fever). A vrykolaka can also transmit disease it acquires by drinking the blood of infected people, but the DC to avoid infection from these additional infections drops by 1 for every day that passes after transmission until reaching 0. A vrykolaka can carry any number of diseases at once. A vrykolaka adds it Charisma modifier to the DC to avoid infection.
Fever Sleep (Su): A vrykolaka can send opponents into feverish unconsciousness as a standard action. Anyone the vrykolaka targets must succeed on a Will save or fall unconscious under the vrykolaka’s influence, as though by a slumber hex (caster level 12th). The ability has a range of 30 feet. The vrykolaka does not wake its victims by drinking theri blood.
Spider Climb (Ex): A vrykolaka can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su): As a standard action, a vrykolaka can change into a centipede swarm, cockroach swarm, or mosquito swarm. The swarm has the same number of hit points as the vrykolaka, and any damage done to the swarm affects the vrykolaka. While in swarm form, a vrykolaka cannot use any of its own special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the vrykolaka is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Vrykolaka Weaknesses (Ex): Vrykolaka cannot tolerate the odour of garlic or arise and will not enter an area laced with their smell. It cannot cross an unbroken line of aniseed. Similarly, they will recoil from strongly presented holy symbols. These don’t harm the vrykolaka—they merely keep it at bay. A recoiling vrykolaka must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a vrykolaka at bay takes a standard action. After 1 round, a vrykolaka can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a vrykolaka’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a vrykolaka assumes swarm form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vrykolaka forced into swarm form has no effect. Once at rest, the vrykolaka is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay vrykolaka. Exposing any vrykolaka to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vrykolaka equal to one third of its maximum hit points—a vrykolaka reduced to 0 hit points in this manner is destroyed. Driving an iron spike through a helpless vrykolaka’s skull instantly slays it (this is a full-round action). However, it returns to life if the spike is removed, unless the body is completely consumed by flame.
Vrykolaka are also particularly vulnerable to remove disease. If the spell is cast on a vrykolaka, it must make a Fortitude save or take 2 temporary negative levels. A vrykolaka asleep in its coffin or incapacitated by an iron spike automatically fails its save. If it gains as many negative levels as it has Hit Dice, it is permanently destroyed and dissolves into foul vapours (as a stinking cloud—caster level 12th).
Wrethfetin spawn
CR 4 (XP 800)
LE Small undead
Init +1; Senses darkvision 60 ft.; Perception +11
Aura fatigue, 30 ft.
Defense
AC 16, touch 12, flat-footed 15 (+1 Dex, +1 size, +4 natural)
hp 30 (4d8+12)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, DR 5/ silver, fast healing 1, resist cold and electricity 10, undead traits
Weaknesses resurrection vulnerability, wrethfetin weaknesses
Offense
Speed 20 ft.
Melee slam +4 (1d3 plus vitality damage)
Special Attacks blood drain, vitality damage (1d4 Strength and Constitution, DC 15)
Statistics
Str 10, Dex 12, Con —, Int 11, Wis 13, Cha 17
Base Atk +3; CMB +2; CMD 13
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +20; Racial Modifier +8 Stealth
Languages Common
SQ change shape, gaseous form, padfoot
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A wrethfetin can suck blood from a grappled opponent; if the wrethfetin establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The wrethfetin heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su): A wrethfetin can use change shape to assume the form of a boar, dog, riding dog or owl, as beast shape II.
Fatigue Aura (Su): Any creature that comes within 60 ft of a wrethfetin must make a Will save or be fatigued for 1d6 rounds. Creatures that are already fatigued become exhausted instead.
Gaseous Form (Su): As a standard action, a wrethfetin can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability. This takes the form of a cloud of pleasantly aromatic pipe tobacco smoke.
Padfoot (Ex): A wrethfetin moves in complete silence. It can always take 10 on a Stealth check, and doesn’t suffer Stealth penalties due to fast movement. If the victim is blinded, they also suffer a -4 penalty to initiative.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a wrethfetin spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Vitality Damage (Su): A creature struck by a wrethfetin’s slam attack suffers 1d4 points of Strength and Dexterity damage.
Wrethfetin Weaknesses (Ex): Wrethfetins cannot tolerate the smell of tobacco smoke and will not enter an area heavy with its aroma. Similarly, they will recoil from strongly presented holy symbols. These don’t harm the wrethfetin—they merely keep it at bay. A recoiling wrethfetin must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a wrethfetin at bay takes a standard action. After 1 round, a wrethfetin can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
A wrethfetin is unable to enter a room with a fire burning in its hearth, and cannot pass through a doorway with an upright horseshoe nailed above it. A wrethfetin can never rest more than 1 mile from where it was first buried.
Reducing a wrethfetin’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a wrethfetin immediately assumes gaseous form and must attempt to return to its coffin. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a wrethfetin at this point has no effect. Once at rest, the wrethfetin is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay wrethfetins. Exposing any wrethfetin to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a wrethfetin equal to one third of its maximum hit points—a wrethfetin reduced to 0 hit points in this manner is destroyed. Furthermore, rainfall burns them like acid, dealing 4 points of damage per round (5 in heavy thunderstorms) if the wrethfetin is caught in the rain. Again, a wrethfetin reduced to 0 hit points in this manner is destroyed.
Driving a wooden stake through a helpless wrethfetin’s heart only harms it if the stake has been drawn from a crackling hearth fire within the last 2 rounds. This instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the hands and feet are severed and burnt in the hearth fire for 3 hours.
Vampire spawn are undead creatures that come into being when vampires drain the life forces of their victims. They are like their creators in many ways, albeit less powerful and typically less in control of their bestial appetites. Unlike their creators, their personalities do not survive the transition to undeath.
Vampire spawn are created when a vampire slays a creature of the appropriate type but less than 5 Hit Dice with its blood drain, ability drain or energy drain attacks. If the victim has more than 5 Hit Dice, the master vampire can choose as a free action whether to create a vampire spawn or a full (but subservient) vampire.
Nonari and goatsuckers cannot create vampire spawn. Penanggalan spawn manananggal from humanoid women with at least 10 Hit Dice slain by the penanggalan’s blood drain.
Barovian vampire spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, DR 5/ silver, fast healing 2, resist cold and electricity 10, undead traits
Weaknesses resurrection vulnerability, Barovian vampire weaknesses
Offense
Speed 30 ft.
Melee slam +4 (1d4+1 plus energy drain)
Special Attacks blood drain, dominate (DC 14), energy drain (1 level, DC 14)
Statistics
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ change shape, gaseous form, shadowless, spider climb
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A Barovian vampire can suck blood from a grappled opponent; if the Barovian vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The Barovian vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su): A Barovian vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Dominate (Su): A Barovian vampire can crush a humanoid opponent’s will as a standard action. Anyone the Barovian vampire targets must succeed on a Will save or fall instantly under the Barovian vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some Barovian vampires might be able to affect different creature types with this power.
Gaseous Form (Su): As a standard action, a Barovian vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a Barovian vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Shadowless (Ex): A Barovian vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A Barovian vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Barovian Vampire Weaknesses (Ex): Barovian vampires cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the Barovian vampire—they merely keep it at bay. A recoiling Barovian vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a Barovian vampire at bay takes a standard action. After 1 round, a Barovian vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Barovian vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a Barovian vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a Barovian vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a Barovian vampire forced into gaseous form has no effect. Once at rest, the Barovian vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay Barovian vampires. Exposing any Barovian vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a Barovian vampire equal to one third of its maximum hit points—a Barovian vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless Barovian vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Hulzurdan spawn
CR 4 (XP 800)
LE Medium undead
Init +0; Senses darkvision 60 ft., tremorsense 60 ft (on stone); Perception +11
Defense
AC 15, touch 11, flat-footed 14 (+5 natural)
hp 26 (4d8+8)
Fort +3, Ref +1, Will +5
Defensive Abilities channel resistance +2, DR 5/ silver, fast healing 2 (when underground), resist cold and electricity 10, SR 12, undead traits
Weaknesses transmute rock to mud vulnerability, hulzurdan weaknesses
Offense
Speed 20 ft.
Melee slam +4 (1d4+1 plus Strength drain)
Special Attacks blood drain, inspire fear (DC 14), Strength drain (1d4, DC 14)
Statistics
Str 12, Dex 10, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +15; Racial Modifier +8 Stealth
Languages Common
SQ stonewalk
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A hulzurdan can suck blood from a grappled opponent; if the hulzurdan establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The hulzurdan heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Inspire Fear (Su): A hulzurdan can cause fear as a standard action. Any living creature the hulzurdan targets must succeed on a Will save or be panicked, as though by a fear spell (caster level 12th). The ability has a range of 30 feet.
Spell Resistance (Su): A hulzurdan cannot voluntarily lower its spell resistance.
Strength Drain (Su): A creature struck by a hulzurdan’s slam attack suffers 1d4 points of Strength drain.
Stonewalk (Su): At will as a standard action, a hulzurdan can merge with solid stone, as a meld with stone spell (CL 12th) except that it can move through the stone with a speed of 20 ft and can remain within the stone indefinitely.
Transmute Rock to Mud Vulnerability (Su): A transmute rock to mud or similar spell cast on a hulzurdan spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Hulzurdan Weaknesses (Ex): Hulzurdans cannot cross an unbroken line of metal shavings, even when stone walking. Hulzurdan recoil from mirrors or strongly presented holy symbols. These things don’t harm the hulzurdan—they merely keep it at bay. A recoiling hulzurdan must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a hulzurdan at bay takes a standard action. After 1 round, a hulzurdan can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
A hulzurdan is unable to enter any structure that is not constructed at least in part from stone.
Reducing a hulzurdan’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a hulzurdan must attempt to return to its coffin using its stonewalk ability. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a hulzurdan at this point has no effect. Once at rest, the hulzurdan is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay hulzurdans. Exposing a hulzurdan to direct sunlight staggers it on the first round of exposure and turns it to stone (as flesh to stone) on the second consecutive round of exposure if it does not escape. A stone to flesh spell can reverse the transformation. Each round of immersion in a natural spring inflicts damage on a hulzurdan equal to one third of its maximum hit points—a hulzurdan reduced to 0 hit points in this manner is destroyed. Driving a piece of natural stone (such as a stalactite) through a helpless hulzurdan’s heart instantly slays it (this is a full-round action). However, it returns to life if the shaft is removed, unless its heart is cut out, soaked in oil for 3 days, and burnt in a dwarven forge.
Jiang-shi spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +12
Defense
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 22 (4d8+4)
Fort +3, Ref +2, Will +6
Defensive Abilities channel resistance +2, DR 5/ silver, fast healing 2, prayer scroll, resist cold 20, undead traits
Weaknesses resurrection vulnerability, jiang-shi weaknesses
Offense
Speed 20 ft.
Melee Bite +4 (1d6+1), 2 claws +4 (1d6+1 plus grab, critical 19-20)
Special Attacks drain chi (1 negative level, DC 13 plus staggered 1d4 rounds)
Statistics
Str 12, Dex 12, Con —, Int 11, Wis 15, Cha 13
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +8, Knowledge (religion) +7, Perception +12, Stealth +16; Racial Modifier +8 Stealth
Languages Common
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Drain Chi (Su): Instead of draining blood, a jiang-shi drains “chi,” or life energy, from a victim’s breath. When a jiang-shi makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage), the jiang-shi can attempt to drain chi by drinking the victim’s breath. The victim can resist this attack by making a successful Fortitude save. On a failed save, the victim gains 1 negative level and is staggered for 1d4 rounds.
Prayer Scroll (Su): The scroll attached to the brow of a jiang-shi grants immunity to any effects generated from spell-completion or spell-trigger magic items, such as scrolls and wands. Such magical effects treat the jiang-shi as if it had unbeatable spell resistance. A jiang-shi‘s prayer scroll can be removed with a successful steal combat manoeuvre, which immediately ends the jiang-shi’s immunity to these effects. If a jiang-shi’s prayer scroll is destroyed (a standard action), the vampire also loses its fast healing ability. A jiang-shi may create a replacement prayer scroll by using any strip of parchment and a writing instrument, but doing so requires 10 minutes of uninterrupted work.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a jiang-shi spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Jiang-shi Weaknesses (Ex): Jiang-shis recoil from mirrors or the sound of handbells rung within 10 feet of them. Cooked rice, which to jiang-shis mocks the fundamental fact that they no longer eat food, shames them into recoiling as well. These things don’t harm a jiang-shi—they merely keep it at bay for a period of time. A recoiling jiang-shi must stay at least 5 feet away from the object of its revulsion, and cannot touch or make melee attacks against a creature brandishing the object during that round. Holding a jiang-shi at bay takes a standard action. After being held at bay for 1 round, a jiang-shi can attempt to overcome its revulsion of the object and function normally each round it makes a DC 20 Will save at the start of its turn.
Reducing a jiang-shi’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points, a jiang-shi crumbles to dust but is not destroyed. It reforms in 1 minute with 1 hit point in the same space, or the nearest unoccupied space. Scattering the dust before the jiang-shi reforms destroys it permanently, as does mixing rice into the dust with a dose of holy water. Jiang-shi are also susceptible to wooden weapons carved from peach trees, as such weapons represent the unity of all elements and life to these creatures. A wooden weapon carved from a peach tree automatically bypasses a jiang-shi’s damage reduction. Additionally, any successful hit from such a weapon that reduces a jiang-shi to 0 hit points immediately destroys the creature. Although they normally retreat from daylight, jiang-shi are not destroyed by sunlight like regular vampires and can move around during the day without harm.
Kuei-jin spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, corrosion, DR 5/ silver, fast healing 2, resist cold and electricity 10, undead traits
Weaknesses resurrection vulnerability, kuei-jin weaknesses
Offense
Speed 30 ft, weightless step 10 ft.
Melee 2 claws +4 (1d4+1 plus energy drain)
Special Attacks blood drain, energy drain (1 level, DC 14), mesmerism (DC 14)
Statistics
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ change shape, invisibility, shadowless, weightless step
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A kuei-jin can suck blood from a grappled opponent; if the kuei-jin establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The kuei-jin heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su): A kuei-jin can use change shape to assume the form of a tiger, as beast shape II.
Corrosion (Su): Any non-magical weapon that strikes a kuei-jin takes 1 point of damage due to aging. This damage bypasses the weapon’s hardness.
Invisibility (Su): A kuei-jin can turn itself invisible as a standard action. It can remain invisible indefinitely, but still becomes immediately visible if it makes a direct attack.
Mesmerism (Su): A kuei-jin can paralyse an opponent as a standard action. Anyone the kuei-jin targets must succeed on a Will save or be paralysed as though by a hold monster spell (caster level 12th). The ability has a range of 30 ft.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a kuei-jin spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Shadowless (Ex): A kuei-jin casts no shadows and shows no reflection in a mirror.
Weightless Step (Su): At will, the kuei-jin can levitate (caster level 12th).
Kuei-jin Weaknesses (Ex): Kuei-jin cannot tolerate the odour of burning incense made from rosemary and myrrh and will not enter an area laced with its smoke. Similarly, they will recoil from garlands woven from rosemary and ivy. This doesn’t harm the kuei-jin—it merely keeps it at bay. A recoiling kuei-jin must stay at least 5 feet away from the garland and cannot touch or make melee attacks against that creature. Holding a kuei-jin at bay takes a standard action. After 1 round, a kuei-jin can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a kuei-jin’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a kuei-jin becomes invisible and intangible (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a kuei-jin forced into intangible form has no effect. Once at rest, the kuei-jin is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay kuei-jin. Exposing any kuei-jin to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a kuei-jin equal to one third of its maximum hit points—a kuei-jin reduced to 0 hit points in this manner is destroyed. Driving a bamboo shaft through a helpless Kuei-jin’s heart instantly slays it (this is a full-round action). However, it returns to life if the shaft is removed, unless bless is cast on a rosemary blossom placed in the kuei-jin’s mouth and its lips and eyelids are sewn shut with a silver needle.
Manananggal
CR 7 (XP 3,200)
CE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +16
Defense
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 85 (10d8+40)
Fort +7, Ref +8, Will +10
DR 10/good or silver; Immune undead traits
Weaknesses light sensitivity, vulnerable to light blades
Offense
Speed 30 ft., fly 100 ft. (good)
Melee bite +11 (1d8+4), 2 claws +12 (1d8+4 plus grab)
Special Attacks blood drain (1d2 Constitution)
Spell-Like Abilities (CL 9th; concentration +13)
At will—bleed (DC 14), dancing lights, touch of fatigue (DC 14)
3/day—darkness, deep slumber (DC 17), fear (DC 18)
Statistics
Str 19, Dex 17, Con —, Int 12, Wis 16, Cha 19
Base Atk +7; CMB +11 (+15 grapple); CMD 25
Feats Deceitful, Dodge, Flyby Attack, Lightning Reflexes, Weapon Focus (claws)
Skills Bluff +18, Disguise +21, Fly +16, Knowledge (religion) +11, Perception +16, Sense Motive +11, Spellcraft +6
Languages Abyssal, Common
SQ separate
Ecology
Environment any land
Organization solitary or pack (2–6)
Treasure standard
Special Abilities
Blood Drain (Su): A manananggal can suck blood from a grappled opponent; if the manananggal establishes or maintains a pin, it drains blood, dealing 1d2 points of Constitution damage. The manananggal heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Separate (Su): During the day, a manananggal looks like a living human woman. She does not detect as undead during the day, but is still an undead creature. At night, her upper torso rips away (this is a full round action that occurs at sunset), leaving her lower torso behind. Her lower torso is helpless, but her upper torso gains its fly speed and natural attacks at this time. The upper and lower portions share the same pool of hit points (despite any intervening distance), and if the helpless lower portion is damaged, the manananggal is immediately aware of the attack. Since manananggals can be destroyed by damage to their lower bodies, they prefer to hide their lower torsos when separated. A manananggal must return to its lower torso and reattach to it (a full-round action) within the hour before sunrise—each round a manananggal remains separated after sunrise, it takes 1d6 points of damage until it rejoins its lower torso or it crumbles into dust.
Vulnerable to Light Blades (Ex): Light blades (such as daggers, kamas, kukris, rapiers, short swords, sickles, and starknives) deal double the weapon’s base damage on a successful hit against a manananggal.
Nosferatu spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d8+12)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, DR 5/ silver, lunar regeneration, resist cold and electricity 10, undead traits
Weaknesses resurrection vulnerability, nosferatu weaknesses
Offense
Speed 30 ft.
Melee slam +3 (1d4)
Special Attacks blood drain, dominate (DC 15)
Statistics
Str 10, Dex 12, Con —, Int 11, Wis 13, Cha 17
Base Atk +3; CMB +3; CMD 14
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +10, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ change shape, daylight powerlessness, gaseous form, restful sleep, spider climb
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A nosferatu can suck blood from a grappled opponent; if the nosferatu establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The nosferatu heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. The victim must also make a Will save or be dominated.
A rare subtype of nosferatu, called cerebral vampires, deal Intelligence damage instead. Victims reduced to 0 Intelligence fall into a catatonic stupor; if killed while in this stupor they return as cerebral vampires with their original Intelligence intact.
Change Shape (Su): A nosferatu can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Daylight Powerlessness (Ex): Although nosferatu are not directly harmed by sunlight, they cannot use any of their supernatural abilities between sunrise and sunset. A nosferatu that is actually exposed to direct sunlight must sleep in its coffin for 8 full hours to regain its powers. A nosferatu can continue to exert influence over previously dominated victims during the day but cannot dominate new ones. A nosferatu caught in an alternate from by daybreak is trapped in that form until it regains its powers.
Dominate (Su): A nosferatu can crush a humanoid opponent’s will as a standard action. Anyone the nosferatu targets must succeed on a Will save or fall instantly under the nosferatu’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some nosferatu might be able to affect different creature types with this power.
Gaseous Form (Su): As a standard action, a nosferatu can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability.
Lunar Regeneration (Su): A nosferatu gains the regeneration trait whenever it is exposed to direct moonlight. The nosferatu heals at a rate determined by the phase of the moon.
Crescent (13 days per month) 1
Half (8 days per month) 2
Gibbous (4 days per month) 4
Full (3 days per month) 6
The nosferatu cannot die as long as its regeneration is still functioning. Fire, acid and blessed or holy weapons cause the nosferatu’s renegeration to stop functioning on the round following the attack. During this round, it does not heal and can be killed (although see above). Regenerating nosferatu can reattach severed limbs (regardless of how long it has been since they were severed) but cannot regrow them. A nosferatu cannot regenerate if its head and torso are separated, but can if they are reattached.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a nosferatu spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Restful Sleep (Ex): So long as it has at least 1 hit point, a nosferatu heals 1 hit point per Hit Dice per hour that it spends lying in its coffin.
Spider Climb (Su): A nosferatu can climb sheer surfaces as though under the effects of a spider climb spell.
Nosferatu Weaknesses (Ex): Nosferatu cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the nosferatu—they merely keep it at bay. A recoiling nosferatu must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a nosferatu at bay takes a standard action. After 1 round, a nosferatu can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a nosferatu’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, the nosferatu collapses as if slain, but is not truly slain. If exposed to moonlight, it begins to regenerate.
However, certain attacks can slay nosferatu. Each round of immersion in running water inflicts damage on a nosferatu equal to one third of its maximum hit points—a nosferatu reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless nosferatu’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed and it is exposed to moonlight, unless it is consumed by flame or its limbs are scattered beyond the reach of its surviving minions.
Obyri spawn
CR 4 (XP 800)
LE Medium undead
Init +1; Senses darkvision 60 ft., lowlight vision, scent; Perception +12
Defense
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 26 (4d8+8)
Fort +3, Ref +2, Will +6
Defensive Abilities channel resistance +2, DR 5/ wood and piercing, fast healing 2, resist cold, electricity and sonic 10, undead traits
Weaknesses obyri weaknesses
Offense
Speed 30 ft.
Melee claw +3 (1d6)
Special Attacks blood drain, dominate (DC 14), telekinesis (DC 14)
Statistics
Str 10, Dex 12, Con —, Int 11, Wis 15, Cha 15
Base Atk +3; CMB +3; CMD 14
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +12, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ shadowless, spider climb, swarm form, telepathy
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): An obyri can suck blood from a grappled opponent; if the obyri establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution and Wisdom damage. The obyri heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Dominate (Su): An obyri can crush a humanoid opponent’s will as a standard action. Anyone the obyri targets must succeed on a Will save or fall instantly under the obyri’s influence, as though by a dominate person or dominate animal spell (caster level 12th). The ability has a range of 30 feet.
Shadowless (Ex): An obyri casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): An obyri can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su): As a standard action, an obyri can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has the same number of hit points as the obyri, and any damage done to the swarm affects the obyri. While in swarm form, an obyri cannot use any of its own special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the obyri is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Telekinesis (Su): As a standard action, an obyri can use telekinesis, as the spell (caster level 12th).
Telepathy (Su): An obyri can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, it can communicate with any animal, magical beast, or vermin.
Obyri Weaknesses (Ex): Obyri cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the obyri—they merely keep it at bay. A recoiling obyri must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding an obyri at bay takes a standard action. After 1 round, an obyri can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Obyri cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing an obyri’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, an obyri assumes swarm form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to an obyri forced into swarm form has no effect. Once at rest, the obyri is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay obyri. Exposing any obyri to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on an obyri equal to one third of its maximum hit points—an obyri reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless obyri’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Pishacha spawn
CR 4 (XP 800)
LE Medium undead
Init +2; Senses darkvision 60 ft., lowlight vision; Perception +11
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 22 (4d8+4)
Fort +3, Ref +3, Will +6
Defensive Abilities channel resistance +1, DR 5/ silver, fast healing 2, resist cold and electricity 10, undead traits
Weaknesses plant shape vulnerability, pishacha weaknesses
Offense
Speed 30 ft.
Melee slam +4 (1d4+1 plus Charisma drain)
Special Attacks Charisma drain (1d4, DC 13), wretched gaze (DC 13)
Statistics
Str 12, Dex 14, Con —, Int 11, Wis 15, Cha 13
Base Atk +3; CMB +4; CMD 16
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +8, Knowledge (religion) +7, Perception +12, Stealth +17; Racial Modifier +8 Stealth
Languages Common
SQ black thumb, change shape, plantwalk
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Black Thumb (Su): Any plant touched by a pishacha’s bare skin must make a Fortitude save or suffer 1d4 points of damage per minute until it dies. This withering process can only be prevented by destroying the vampire. The pishacha cannot suppress this ability, and can feel the agony of the plants they slowly kill. This affliction is enough to drive many to the brink of madness.
Change Shape (Su): A pishacha can use change shape to assume the form of an eagle or giant eagle, as beast shape II.
Charisma Drain (Su): A creature struck by a pishacha’s slam attack suffers 1d4 points of Charisma drain. The pishacha heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) with each attack. If the victim’s Charisma drops below 3, they become a lost one with the suicidal thoughts madness effect. If the victim’s Charisma drops to 0, they lose the will to live and die within 2d6 rounds.
Plant Shape Vulnerability (Su): A plant shape I or similar spell cast on a pischacha spawn (as a melee touch attack) destroys it (Will negates). Using the spell in this way does not require a material component.
Plantwalk (Su): At will as a standard action, a pishacha can tree stride between living trees. Both trees are subject to its black thumb ability.
Wretched Gaze (Su): All creatures within a 30-foot radius that see a pishacha’s scarred face must make a Will save or be paralysed by fear for 2d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same Pishacha’s wretched gaze for 24 hours. This is a paralysis and a mind-affecting fear affect.
Pishacha Weaknesses (Ex): Pishachas cannot cross an unbroken line of freshly picked flowers or flower petals (picked within the last day). If it hears music being played or sung, it must make a Will save (DC 20) or be enthralled. The pishacha can make a new save each round to overcome the effect, which also ends immediately if the vampire is attacked.
A pishacha suffers 1d4 points of damage per round while underground, and cannot use its fast healing or any supernatural or spell-like abilities until it returns to the surface.
Reducing a pishacha’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a pishacha must attempt to return to its coffin using its plantwalk ability. If it spends more than 2 consecutive rounds outside a tree before it reaches its coffin, it is utterly destroyed. Additional damage dealt to a pishacha at this point has no effect. Once at rest, the pishacha is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay Pishachas. A pishacha must retreat to its coffin at sunset. If it does not, it is staggered on the first round after sunset and destroyed on the second. It is unaffected by sunlight or running water, although fresh tree sap burns them as holy water.
Driving a charcoal stake through a helpless Pishacha’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and burnt for 24 hours in a fire fuelled with flowers and flowering shrubs.
Vrykolaka spawn
CR 4 (XP 800)
LE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +10
Defense
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +3, Will +5
Defensive Abilities channel resistance +1, DR 5/ silver, fast healing 2, resist cold and electricity 10, undead traits
Weaknesses vrykolaka weaknesses
Offense
Speed 30 ft.
Melee 2 claws +4 (1d4+1 plus disease)
Special Attacks blood drain, disease—filth fever (injury; save Fort DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.), fever sleep (DC 14)
Statistics
Str 12, Dex 14, Con —, Int 6, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +7, Perception +10, Stealth +15; Racial Modifier +8 Stealth
Languages Common
SQ spider climb, swarm form
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A vrykolaka can suck blood from a grappled opponent; if the vrykolaka establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vrykolaka heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. The victim must also save or be infected with the vrykolaka’s disease.
Disease (Ex): Any living creature that takes damage from a vrykolaka’s claw attacks or blood drain runs the risk of disease. All vrykolaka permanently carry one disease (typically filth fever). A vrykolaka can also transmit disease it acquires by drinking the blood of infected people, but the DC to avoid infection from these additional infections drops by 1 for every day that passes after transmission until reaching 0. A vrykolaka can carry any number of diseases at once. A vrykolaka adds it Charisma modifier to the DC to avoid infection.
Fever Sleep (Su): A vrykolaka can send opponents into feverish unconsciousness as a standard action. Anyone the vrykolaka targets must succeed on a Will save or fall unconscious under the vrykolaka’s influence, as though by a slumber hex (caster level 12th). The ability has a range of 30 feet. The vrykolaka does not wake its victims by drinking theri blood.
Spider Climb (Ex): A vrykolaka can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su): As a standard action, a vrykolaka can change into a centipede swarm, cockroach swarm, or mosquito swarm. The swarm has the same number of hit points as the vrykolaka, and any damage done to the swarm affects the vrykolaka. While in swarm form, a vrykolaka cannot use any of its own special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the vrykolaka is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Vrykolaka Weaknesses (Ex): Vrykolaka cannot tolerate the odour of garlic or arise and will not enter an area laced with their smell. It cannot cross an unbroken line of aniseed. Similarly, they will recoil from strongly presented holy symbols. These don’t harm the vrykolaka—they merely keep it at bay. A recoiling vrykolaka must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a vrykolaka at bay takes a standard action. After 1 round, a vrykolaka can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a vrykolaka’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a vrykolaka assumes swarm form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vrykolaka forced into swarm form has no effect. Once at rest, the vrykolaka is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay vrykolaka. Exposing any vrykolaka to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vrykolaka equal to one third of its maximum hit points—a vrykolaka reduced to 0 hit points in this manner is destroyed. Driving an iron spike through a helpless vrykolaka’s skull instantly slays it (this is a full-round action). However, it returns to life if the spike is removed, unless the body is completely consumed by flame.
Vrykolaka are also particularly vulnerable to remove disease. If the spell is cast on a vrykolaka, it must make a Fortitude save or take 2 temporary negative levels. A vrykolaka asleep in its coffin or incapacitated by an iron spike automatically fails its save. If it gains as many negative levels as it has Hit Dice, it is permanently destroyed and dissolves into foul vapours (as a stinking cloud—caster level 12th).
Wrethfetin spawn
CR 4 (XP 800)
LE Small undead
Init +1; Senses darkvision 60 ft.; Perception +11
Aura fatigue, 30 ft.
Defense
AC 16, touch 12, flat-footed 15 (+1 Dex, +1 size, +4 natural)
hp 30 (4d8+12)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, DR 5/ silver, fast healing 1, resist cold and electricity 10, undead traits
Weaknesses resurrection vulnerability, wrethfetin weaknesses
Offense
Speed 20 ft.
Melee slam +4 (1d3 plus vitality damage)
Special Attacks blood drain, vitality damage (1d4 Strength and Constitution, DC 15)
Statistics
Str 10, Dex 12, Con —, Int 11, Wis 13, Cha 17
Base Atk +3; CMB +2; CMD 13
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +20; Racial Modifier +8 Stealth
Languages Common
SQ change shape, gaseous form, padfoot
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Blood Drain (Su): A wrethfetin can suck blood from a grappled opponent; if the wrethfetin establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The wrethfetin heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su): A wrethfetin can use change shape to assume the form of a boar, dog, riding dog or owl, as beast shape II.
Fatigue Aura (Su): Any creature that comes within 60 ft of a wrethfetin must make a Will save or be fatigued for 1d6 rounds. Creatures that are already fatigued become exhausted instead.
Gaseous Form (Su): As a standard action, a wrethfetin can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability. This takes the form of a cloud of pleasantly aromatic pipe tobacco smoke.
Padfoot (Ex): A wrethfetin moves in complete silence. It can always take 10 on a Stealth check, and doesn’t suffer Stealth penalties due to fast movement. If the victim is blinded, they also suffer a -4 penalty to initiative.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a wrethfetin spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Vitality Damage (Su): A creature struck by a wrethfetin’s slam attack suffers 1d4 points of Strength and Dexterity damage.
Wrethfetin Weaknesses (Ex): Wrethfetins cannot tolerate the smell of tobacco smoke and will not enter an area heavy with its aroma. Similarly, they will recoil from strongly presented holy symbols. These don’t harm the wrethfetin—they merely keep it at bay. A recoiling wrethfetin must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a wrethfetin at bay takes a standard action. After 1 round, a wrethfetin can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
A wrethfetin is unable to enter a room with a fire burning in its hearth, and cannot pass through a doorway with an upright horseshoe nailed above it. A wrethfetin can never rest more than 1 mile from where it was first buried.
Reducing a wrethfetin’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. If reduced to 0 hit points in combat, a wrethfetin immediately assumes gaseous form and must attempt to return to its coffin. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a wrethfetin at this point has no effect. Once at rest, the wrethfetin is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
However, certain attacks can slay wrethfetins. Exposing any wrethfetin to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a wrethfetin equal to one third of its maximum hit points—a wrethfetin reduced to 0 hit points in this manner is destroyed. Furthermore, rainfall burns them like acid, dealing 4 points of damage per round (5 in heavy thunderstorms) if the wrethfetin is caught in the rain. Again, a wrethfetin reduced to 0 hit points in this manner is destroyed.
Driving a wooden stake through a helpless wrethfetin’s heart only harms it if the stake has been drawn from a crackling hearth fire within the last 2 rounds. This instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the hands and feet are severed and burnt in the hearth fire for 3 hours.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Vampiric Companions
Sometimes, whether from the loneliness of eternity or the vampire’s twisted idea of love, a vampire may become enamoured of a mortal. Very often, however, the mortal is not strong enough to cross over to undeath without becoming a stagnant, menial vampire spawn. If a mortal has less than 5 HD, a vampire can still turn its companion into a true vampire through a prolonged process called the Dark Kiss. Vampires can also use the Dark Kiss on victims of 5 or more HD if they wish to grant their companion free will (without the violence to their psyches caused by spawning them in the usual way and then freeing them). Male vampire companions are typically called “grooms” and females “brides.”
To create a companion through the Dark Kiss, a vampire must slowly drain the mortal of blood, taking no more than 1 point of Constitution per round. When the companion has just 1 point left, the vampire opens its own veins and allows (or compels) the companion to drink its blood even as it slowly drains its beloved’s last point of Constitution. The vampire suffers 2 negative levels for each level the companion needs to reach 5 HD. (Thus, a 2nd-level companion would inflict 6 negative levels.) If the vampire is reduced to 0 HD or less by these negative levels, both the vampire and its companion are destroyed. If the vampire survives, it removes one negative level every 10 minutes, and lies spent and helpless until all negative levels are lost. If the vampire is slain by other means before it recovers, the companion becomes a vorlog.
The companion gains enough “vampire” levels (advancing as an undead creature) to bring it to 5 HD. If the vampire companion later gains class levels, each class level replaces one “vampire” level. Vampire companions are free-willed, though they are usually still enamoured of their creators. A vampire and its companion share a telepathic link, regardless of the distance between them. If a vampire or its companion is destroyed, its partner immediately suffers 6d6 points of damage. A vampire can have only one companion at a time.
Vorlogs
When a vampire chooses a new companion, it must pour its blood and passion into its beloved’s transformation, then lie helpless beside its transforming chosen. If the vampire is slain during this period, the companion instead becomes a pitiable thing trapped between the worlds of the living and undead. The vorlog looks like a normal humanoid to most observers, with only its budding fangs and pale and doleful expression indicating any change.
Many adventurers have killed a vampire in the midst of the Dark Kiss and congratulated themselves on “saving” its victim, thereby damning the vorlog to a torturous existence. The vorlog yearns constantly for his lost love. Finding someone resembling his undead soul mate, the vorlog drains his victim of Wisdom and charms them into becoming the being he misses so much. Unfortunately, the replacement is never good enough, and within a few months the vorlog must find another, killing the current surrogate when the replacement comes along.
The Vorlog Template
Creating a Vorlog
“Vorlog” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). A vorlog uses the base creature’s stats and abilities except as noted here.
CR: As base creature +1.
AL: Any evil.
Type: The creature’s type changes to monstrous humanoid (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A vorlog gains darkvision 60 ft.
Armour Class: The vorlog gains a natural armour bonus of +2, unless the base creature already has a better natural armour bonus.
Hit Dice: Change all racial Hit Dice to d10s. Class Hit Dice are unaffected.
Defensive Abilities: A vorlog gains damage reduction 5/magic and fast healing 1 (2 when its surrogate is present—see below). It also gains the following defensive ability.
Undead Resistance (Ex): Vorlogs gain a +4 racial bonus on saving throws against disease, poison, paralysis, sleep, and stun effects and is immune to mind-affecting effects.
Weaknesses: Vorlogs are dazzled in bright light and take 1d6 points of damage per round of exposure to direct sunlight. They recoil from strongly presented holy symbols as a vampire—a recoiling vorlog must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a vorlog at bay takes a standard action. After 1 round, a vorlog can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Speed: As the base creature.
Melee: As the base creature.
Special Attacks: A vorlog gains several special attacks. Save DCs are equal to 10 + 1/2 vorlog’s HD + vorlog’s Cha modifier unless otherwise noted.
Frighten Animals (Sp): At will, the vorlog can frighten and enrage animals as though they were affected by both the rage and confusion spells (CL 7th). This affects all animals within 50 ft.
Provoke pity (Su): A vorlog can evoke feelings of pity and sympathy is a humanoid as a standard action. Anyone the vorlog targets must succeed on a Will save or fall instantly under the vorlog’s influence, as though by a miserable pity spell (caster level 6th). The ability has a range of 30 feet.
Surrogate (Su): A vorlog who makes a melee touch attack against a creature affected by its provoke pity ability must make a Will save or be permanently charmed by the vorlog, as though by a charm person spell (caster level 6th). The victim feels that the vorlog is their true love, and is filled with the desire to protect it from harm. Dispel magic, remove curse and more powerful magic can remove the effect.
Each day, the surrogate must make another Will save or suffer 1d3 points of Wisdom damage. If the surrogate currently has Wisdom damage due to the vorlog’s influence, they are subject to reckless infatuation (caster level 6th) as well for as long as the Wisdom damage persists.
In the presence of their surrogate, a vorlog has improved fast healing (see above). The vorlog depends on having a surrogate to survive; without the Wisdom drain, the vorlog begins to starve. However, the creature is only a surrogate for its lost vampiric love, and vorlogs inevitably grows to resent their surrogates for failing to live up to their mental image of the dead soul mate. When this happens, the vorlog kills the surrogate out of frustration and moves on to find another.
Special Qualities: A vorlog is affected by channelled energy as though it were undead.
Reflection (Ex): A vorlog’s reflection is eerily transparent.
Ability Scores: Str +4, Dex +2, Cha +2.
Skills: Vorlogs gain a +4 racial bonus on Bluff and Stealth checks.
Feats: Vorlogs gain Alertness and Improved Unarmed Strike as bonus feats.
Sometimes, whether from the loneliness of eternity or the vampire’s twisted idea of love, a vampire may become enamoured of a mortal. Very often, however, the mortal is not strong enough to cross over to undeath without becoming a stagnant, menial vampire spawn. If a mortal has less than 5 HD, a vampire can still turn its companion into a true vampire through a prolonged process called the Dark Kiss. Vampires can also use the Dark Kiss on victims of 5 or more HD if they wish to grant their companion free will (without the violence to their psyches caused by spawning them in the usual way and then freeing them). Male vampire companions are typically called “grooms” and females “brides.”
To create a companion through the Dark Kiss, a vampire must slowly drain the mortal of blood, taking no more than 1 point of Constitution per round. When the companion has just 1 point left, the vampire opens its own veins and allows (or compels) the companion to drink its blood even as it slowly drains its beloved’s last point of Constitution. The vampire suffers 2 negative levels for each level the companion needs to reach 5 HD. (Thus, a 2nd-level companion would inflict 6 negative levels.) If the vampire is reduced to 0 HD or less by these negative levels, both the vampire and its companion are destroyed. If the vampire survives, it removes one negative level every 10 minutes, and lies spent and helpless until all negative levels are lost. If the vampire is slain by other means before it recovers, the companion becomes a vorlog.
The companion gains enough “vampire” levels (advancing as an undead creature) to bring it to 5 HD. If the vampire companion later gains class levels, each class level replaces one “vampire” level. Vampire companions are free-willed, though they are usually still enamoured of their creators. A vampire and its companion share a telepathic link, regardless of the distance between them. If a vampire or its companion is destroyed, its partner immediately suffers 6d6 points of damage. A vampire can have only one companion at a time.
Vorlogs
When a vampire chooses a new companion, it must pour its blood and passion into its beloved’s transformation, then lie helpless beside its transforming chosen. If the vampire is slain during this period, the companion instead becomes a pitiable thing trapped between the worlds of the living and undead. The vorlog looks like a normal humanoid to most observers, with only its budding fangs and pale and doleful expression indicating any change.
Many adventurers have killed a vampire in the midst of the Dark Kiss and congratulated themselves on “saving” its victim, thereby damning the vorlog to a torturous existence. The vorlog yearns constantly for his lost love. Finding someone resembling his undead soul mate, the vorlog drains his victim of Wisdom and charms them into becoming the being he misses so much. Unfortunately, the replacement is never good enough, and within a few months the vorlog must find another, killing the current surrogate when the replacement comes along.
The Vorlog Template
Creating a Vorlog
“Vorlog” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). A vorlog uses the base creature’s stats and abilities except as noted here.
CR: As base creature +1.
AL: Any evil.
Type: The creature’s type changes to monstrous humanoid (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A vorlog gains darkvision 60 ft.
Armour Class: The vorlog gains a natural armour bonus of +2, unless the base creature already has a better natural armour bonus.
Hit Dice: Change all racial Hit Dice to d10s. Class Hit Dice are unaffected.
Defensive Abilities: A vorlog gains damage reduction 5/magic and fast healing 1 (2 when its surrogate is present—see below). It also gains the following defensive ability.
Undead Resistance (Ex): Vorlogs gain a +4 racial bonus on saving throws against disease, poison, paralysis, sleep, and stun effects and is immune to mind-affecting effects.
Weaknesses: Vorlogs are dazzled in bright light and take 1d6 points of damage per round of exposure to direct sunlight. They recoil from strongly presented holy symbols as a vampire—a recoiling vorlog must stay at least 5 feet away from the holy symbol and cannot touch or make melee attacks against that creature. Holding a vorlog at bay takes a standard action. After 1 round, a vorlog can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Speed: As the base creature.
Melee: As the base creature.
Special Attacks: A vorlog gains several special attacks. Save DCs are equal to 10 + 1/2 vorlog’s HD + vorlog’s Cha modifier unless otherwise noted.
Frighten Animals (Sp): At will, the vorlog can frighten and enrage animals as though they were affected by both the rage and confusion spells (CL 7th). This affects all animals within 50 ft.
Provoke pity (Su): A vorlog can evoke feelings of pity and sympathy is a humanoid as a standard action. Anyone the vorlog targets must succeed on a Will save or fall instantly under the vorlog’s influence, as though by a miserable pity spell (caster level 6th). The ability has a range of 30 feet.
Surrogate (Su): A vorlog who makes a melee touch attack against a creature affected by its provoke pity ability must make a Will save or be permanently charmed by the vorlog, as though by a charm person spell (caster level 6th). The victim feels that the vorlog is their true love, and is filled with the desire to protect it from harm. Dispel magic, remove curse and more powerful magic can remove the effect.
Each day, the surrogate must make another Will save or suffer 1d3 points of Wisdom damage. If the surrogate currently has Wisdom damage due to the vorlog’s influence, they are subject to reckless infatuation (caster level 6th) as well for as long as the Wisdom damage persists.
In the presence of their surrogate, a vorlog has improved fast healing (see above). The vorlog depends on having a surrogate to survive; without the Wisdom drain, the vorlog begins to starve. However, the creature is only a surrogate for its lost vampiric love, and vorlogs inevitably grows to resent their surrogates for failing to live up to their mental image of the dead soul mate. When this happens, the vorlog kills the surrogate out of frustration and moves on to find another.
Special Qualities: A vorlog is affected by channelled energy as though it were undead.
Reflection (Ex): A vorlog’s reflection is eerily transparent.
Ability Scores: Str +4, Dex +2, Cha +2.
Skills: Vorlogs gain a +4 racial bonus on Bluff and Stealth checks.
Feats: Vorlogs gain Alertness and Improved Unarmed Strike as bonus feats.
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Re: Pathfinder in the Mists
Great job as usual Ryan... You've done a ton of work on this... It took me a while to digest all the vampire stuff but it was well worth it...
Not that you need to put in any more on the vampire, but there is an Indian strain called the Vetala. Its actually pretty cool. If you hadn't already seen it, you should take a peek. Here is a link to the template... http://www.d20pfsrd.com/bestiary/monste ... mpire-cr-2
Can't wait to see the PDF, but I've got it all copied and pasted in a doc for ease of reference. I'm actually running a campaign on here in thread called Javenloft, and your notes and adaptions have been quite useful to me already.
Not that you need to put in any more on the vampire, but there is an Indian strain called the Vetala. Its actually pretty cool. If you hadn't already seen it, you should take a peek. Here is a link to the template... http://www.d20pfsrd.com/bestiary/monste ... mpire-cr-2
Can't wait to see the PDF, but I've got it all copied and pasted in a doc for ease of reference. I'm actually running a campaign on here in thread called Javenloft, and your notes and adaptions have been quite useful to me already.
