Sanctified Vampire (3.5e Template)
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- 1 Sanctified Vampire
- 1.1 Creating A Sanctified Vampire
- 1.1.1 Size and Type
- 1.1.2 Hit Dice
- 1.1.3 Speed
- 1.1.4 Armor Class
- 1.1.5 Attack
- 1.1.6 Full Attack
- 1.1.7 Special Attacks
- 1.1.8 Special Qualities
- 1.1.9 Abilities
- 1.1.10 Skills
- 1.1.11 Feats
- 1.1.12 Environment
- 1.1.13 Organization
- 1.1.14 Challenge Rating
- 1.1.15 Treasure
- 1.1.16 Alignment
- 1.1.17 Advancement
- 1.1.18 Level Adjustment
- 1.1 Creating A Sanctified Vampire
(note: this is a template that is the result of applying the vampire template and than later the sanctified template.)
A vampire who has been sanctified thirsts for forgiveness as he once thirsted for blood. He regains his moral soul and felts remorse and guilt over himself is actions. These nocturnal protectors seek to right the wrongs of their Unlife and feel a burning desire to purge their past evil deeds by performing selfless acts and heroic deeds. They pursue their newfound dedication to good with the zeal of an archon. Some strive to destroy evil where they find it, while others try to persuade other evil creatures to seek similar enlightenment. With their outlook having changed to good, many sanctified creatures feel compelled to take up arms to protect the good and the innocent. Sometimes they join with celestials and good-aligned adventurers to fight evil head-on.
Sanctified vampires appear just as they did in life, although their features are often hardened and foble with the predatory look of wolves.They often embrace finery and may assume the guise of nobility. Despite their human appearance, sanctified vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Sanctified vampires speak any languages they knew in life.
Creating A Sanctified Vampire
"Sanctified Vampire" is a template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). The creature's type changes to "deathless." It uses all the base creature's statistics and special abilities except as noted here.
Size and Type
Increase to d12.
Same as the base creature. If the base creature has a swim speed, the Sanctified vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
The base creature's natural armor improves by +6.
A Sanctified vampire retains all the attacks of the base creature and also gains a slam attack if it didn't already have one.
Damage: Sanctified Vampires have slam attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better.
A Sanctified vampire retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + ½ Sanctified vampire's HD + Sanctified vampire's Charisma modifier unless noted otherwise.
Light Ray (Su): Once per round, as a standard action, the sanctified creature can fire a ray of light from its eyes or hand. The ray is treated as a ranged touch attack and has a maximum range of 60 feet. Against evil creatures, the ray deals 1d6 points of damage per 2 HD of the sanctified creature (maximum 10d6). The light has no harmful effect on nonevil creatures
Blood Drain (Ex): A Sanctified vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.
A vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type.
Damage Reduction (Su): A Sanctified vampire's deathless body is tough, giving rho creature damage reduction 10/evil
Turn Resistance (Ex): A Sanctified vampire has +4 turn resistance.
Resistance (Ex): A Sanctified vampire has cold and electricity resistance 20.
Spider Climb (Ex): A Sanctified vampire can climb sheer surfaces as though with a spider climb spell.
Fast Healing (Ex): A Sanctified vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.
Aura of Menace (Su): A righteous aura surrounds the sanctified creature. Any hostile creature within a 20-foot radius of the sanctified creature must make a Will save (DC 10 + 1/2 the sanctified creature's Hit Dice + the sanctified creature's Cha modifier) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for one day or until they successfully hit the sanctified creature that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that sanctified creature's aura for one day
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the sanctified creature, as the magic circle against evil spell (caster level equals the sanctified creature's Hit Dice, maximum 14th).
Tongues (Su): A sanctified creature can speak with any creature that has a language, as though using a tongues spell (caster level equals the sanctified creature's Hit Dice, maximum 14th). This ability is always active.
Saves: Same as the base creature.
Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As deathless creatures, Sanctified vampires have no Constitution score, and applied their cha modifiers in place of Con for Skill checks and Saves.
Sanctified Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Sanctified Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn't already have these feats.
Same as the base creature +3
By character class
Sanctified Vampire Weaknesses
For all their power, Sanctified vampires have a few of weaknesses.
Repelling a Sanctified Vampire
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or an evil deities unholy symbols. These things don't harm the vampire - they merely keep it at bay.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Sanctified Vampire
Simply reducing a Sanctified vampire's hit points to 0 or below incapacitates but doesn't destroy it. However, certain attacks can slay vampires.
Driving a silver stake blessed by an evil cleric or with the +1 unholy on it through a sanctified vampire's heart instantly slays it. However, it returns to life if the stake is removed, unless the body is destroyed.
Same as base creature +10.