Meyerian Vampire (3.5e Template)
Meyerian Vampire[edit]
The vampires featured in Stephanie Meyer's Twilight series. After being turned, Meyerian vampires become far more attractive and gain have deep red irises (if feed on humanoids and monstrous humanoids) or medium gold irises (if feed on animals). Meyerian vampires possess extremely sharp but normal-looking teeth.
Creating a Meyerian Vampire[edit]
“Meyerian Vampire” is an acquired template that can be applied on any mammalian Humanoid or Monstrous Humanoid creature (referred to hereafter as the base creature).
Size and Type[edit]
Size remains the same, type changes to Undead. Acquire the unliving subtype: Meyerian vampires, while are not alive in the usual way, still have a lot of features of living creatures.
Hit Dice[edit]
Increase all current and future hit dice to d20s.
Speed[edit]
The base creature's base land speed multiplies twentyfold. They also gain swimming speed and climbing speed equal to their base speed.
Armor Class[edit]
The base creature's natural armor bonus improves by +30. Meyerian vampires have extremely durable, stone-like flesh that is extremely resistant to damage.
Attack[edit]
Meyerian vampires retain all the attacks of the base creature, and acquire a primary bite attack and a secondary slam attack, which deal 2d6 hp damage each (Medium-sized). Their natural weapons are treated as adamantine weapons for the purpose of overcoming DR.
Full Attack[edit]
Meyerian Vampires can use a bite attack along with Blood Drain (see under Special Attacks) as a full attack.
Special Attacks[edit]
Meyerian vampires retain all the special attacks of the base creature and gain those described below. Saves have a DC of 10 + vampire’s HD + vampire’s Dex modifier + vampire’s Str modifier.
Blood Drain (Ex): Meyerian vampires can suck blood from a living victim or a fresh corpse from an open wound. If there isn't one, they can make such wound by biting the target (making a successful grapple check). If they pin the victim, they drain blood, dealing 2d6 hp damage each round they maintain the pin. On each such successful attack, they regain 5 hit points (hit points gained beyond their maximum HPs are gained as temporary hit points) and the counting of blood hunger resets.
Turning (Ex): Meyerian vampires can turn any mammalian Humanoid or Monstrous Humanoid into a Meyerian Vampire by biting them and injecting their venom into their body. If the creature dies before the transformation begins (it takes a few minutes) they stay dead. The turning is extremely painful (due to the extensive mutation), and takes 1d3+1 days. Newly created Meyerian vampires are Newborn, having a +12 bonus to their Strength score and a -12 penalty on Blood Hunger checks. Newborns lose 1 point of strength gain a +1 bonus to Blood Hunger checks every month after their turning, so roughly a year after their turning the vampires are no longer considered Newborns.
Special Qualities[edit]
Meyerian vampires retain all the special attacks of the base creature and gain those described below.
Blood Hunger: If a meyerian vampire abstains from blood for a week, they become starved. While they are starved, if a creature bleeds nearby they must succeed on will save dc (30 + the number of successive weeks they are starved) or to attack the bleeding creature. After a month, the trigger changes into a living creature that is nearby. Meyerian vampires cannot starve to death.
Damage Reduction: 20/adamantine or magic. Only extremely durable materials or magical attacks can damage the stone-like flesh of meyerian vampires.
Immortality (Ex): Meyerian vampires completely stop aging once they are turned. Meyerian vampires can die only by decapitation. However, if the head is reattached, they will be revived in full health regardless of the time they were dead. Also, the head, while doesn't remain truly animated, will reattach itself if it won't be kept away from the body (which applies to any other detached body part as well). The only way to prevent that is to destroy the remains (the easiest way to do this is to burn them). They don't require sustenance (except blood), oxygen or sleep, and can never get tired. However, they cannot sleep or even lose consciousness, and are incapable of digesting anything other than blood.
Healing Factor (Ex): Meyerian vampires have fast healing 1, restore 1 point of ability damage per round, and can reattach detached body parts. However, regardless of the circumstances, they can never regrow detached body parts.
Resistances (Ex): Meyerian vampires have resistance 20 to electricity.
Immunities (Ex): Meyerian vampires are immune to energy/ability drain, all poisons and diseases, acid, cold and sonic damage, and all sleep effects. See Unchangeable
Flammability (Ex): Meyerian vampires are highly flammable and sensitive to fire (suffer 200% damage). Even several seconds of direct exposure can severely burn them.
Heightened Senses (Ex): Meyerian vampires possess highly acute and precise senses that grant them a superb awareness to their surroundings. Blindsight out to 300 feet, Blindsense out to 3000 feet, Highly Advanced Scent within 1 mile and Perfect Darkvision. Meyerian vampires are also particularly sensitive to the smell of blood, and can track exposed blood by scent within 2 miles.
Special Feature ((Ps) or (Ex), depends on the specific): Usually, if a meyerian vampire had as a mortal a special quality related to their mind (such as understanding people by their behaving, guessing what is going to happen, tracking creatures very good), this quality will be majorly heightened in the meyerian vampire (for the examples above: mind reading, premonitions and an unnatural tracking ability, respectively). A meyerian vampire can only have one special feature.
Unnatural Smell (Ex): No wild animal (except predators) would willingly come closer than 30 feet to a meyerian vampire. Trained/domesticated animals may come closer, but would never willingly come into physical contact with a meyerian vampire (with the exception of cats). If meyerian vampires come closer than 30 feet to wild animal or come into physical contact with a trained/domesticated animal, the animal becomes terrified until the trigger (physical contact or closeness) is annulled.
Crystalline Cell Structure (Ex): Meyerian vampire cells are extremely hard and reflective, much like miniature crystals. Thus, in direct sunlight their skin sparkles like diamonds. Because of that, while in direct sunlight they suffer a -20 penalty on all Disguise checks for the purpose of hiding their true nature. However, there is a 75% chance that a humanoid/monstrous humanoid that sees them in while they are in direct sunlight will become mesmerized (roll a separate 1d4 for each such creature; in the result of 1-3, said creature becomes either/any combination of/both Dazzled, Dazed, Fascinated or Stunned, to the DM's decision).
Enhanced Brain Capability: Meyerian vampires possess enhanced cognitive ability, and as such can learn much quicker than ordinary humans. They gain 12 additional skill points and an additional feat per level. They possess absolutely perfect memory that can't be altered under normal circumstances.
Unchangeability: Meyerian vampires can't be affected by transmutation effects of any kind. Moreover, they can't improve their physical ability scores (Strength, Dexterity, Constitution) by training or mentally mature beyond the point they reached when they were turned. However, they can still be transmuted by divine-level effects used by creatures with at least divine rank 1.
Superlative Strength: Because of their tough, stone-like body structure, meyerian vampires ignore any hardness lower than 30.
Limited Adhesion: Meyerian vampires can climb on surfaces at any angle; however, they can't climb on perfectly smooth surfaces, as they must have some gripping points.
Abilities[edit]
+50 Strength, +26 Dexterity, +22 Constitution, +12 Intelligence, +16 Wisdom, +18 Charisma, +4 Comeliness: Meyerian vampires highly surpass humans, both physically and mentally, and are extremely beautiful..
Skills[edit]
Meyerian vampires receive a +20 bonus on Acrobatics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats[edit]
Meyerian vampires gain the following feats, even if the base creature doesn't meet the prerequisites: Alertness, Combat Reflexes, Deflect Arrows, Deft Hands Diehard, [[Distant Shot, Dodge, Endurance, Far Shot, Improved Combat Reflexes, Improved Grapple, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Legendary Wrestler, Lightning Reflexes, Multiattack, Point Blank Shot, Precise Shot, Reflect Arrows, Snatch Arrows, Supreme Strength, Track and Two-Weapon Fighting.
Environment[edit]
Any, but usually near big cities. Nomads (obviously) move from place to place often, while good ones (who feed on animals), often will be found in places which located near woods.
Organization[edit]
Usually travel alone or in duos. Sometimes, organize in covens of between three to five members.
Challenge Rating[edit]
+20. Meyerian vampires are highly dangerous.
Treasure[edit]
Depends on their lifestyle: For nomads (most are nomads), up to 1/4 the usual for the base creature, if at all. For semi-permanent residents, (rarely happens, normally only the largest covens) minimum 8 times the usual for the base creature(s).
Alignment[edit]
Any. *Good ones feed on animals instead of humanoids and monstrous humanoids.
Advancement[edit]
By HD or by class, whichever is quicker.
Level Adjustment[edit]
+16
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