Vampire Thrall: Difference between revisions

From Epic Path
Jump to navigation Jump to search
(Created page with "Category:Epic Path Category:Bestiary Category:CR 9 * ''Go back to the Epic Path page.'' * ''Go back to the Bestiary page.'' Image:Vampire_Thrall_1.png|...")
 
No edit summary
Line 6: Line 6:




[[Image:Vampire_Thrall_1.png|384px|right|xx]]
[[Image:Vampire_Thrall_1.png|584px|right|xx]]
== Vampire Thrall (HEAVY ROLE) (CR 9) ==
== Vampire Thrall (HEAVY ROLE) (CR 9) ==
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
Vampires are one of the great nations of Undeath. Vampires are Emptied Undead, meaning they have been cored out of life.  Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more Undeath.  As a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters.  


<insert descriptive text here>
Vampires like people. They like the trappings of civilization, they like the happy whirl of social life, they enjoy the company of others, both undead and living alike.  Vampires want to make more Vampires, it is an erotic part of their existence that they would be greatly diminished by losing.
 
Vampires get along well with most other Undead, even though relations often involve the Vampires using their domination abilities or simply persuading the other Undead to be patient. It is not unusual for Vampires to be encountered with powerful Skeletons, Wights, Death Knights, Liches, and other mighty Undead, even including the Lost Ones, who make terrifying allies indeed.
 
On top of this, Vampires are unique among Undeath in that they create living allies, their Vampiric Thralls.  The existence of Vampiric Thralls makes finding a Vampire nest immeasurably more difficult, because Vampire Thralls are alive. Thralls are mortals who admire and envy the Vampires for their abilities, and whom the Vampires have fed their blood to.  Vampire Blood can create new Vampires, or, in lesser doses, a living human becomes addicted to it, as if it were strong drink, or some horrifyingly strong opiate.
 
Vampire thralls are the first rank of Vampire culture, the eternally obedient and awfully empowered servants whom the Vampires use to interact with the daytime world.  Their regular small doses of vampire blood keep thralls in a constant state of ecstatic empowerment, nearly immune to pain and injury, utterly and fanatically loyal to their dark masters, and nearly impossible to put down cleanly.
 
Most thralls are willing, but not all.  it is not unheard of for Vampires to punish their living foes by attacking their loved ones, and in especially cruel cases, turning them into thralls. 
 
Such a fate is to be avoided. Vampires must be rooted out everywhere they are discovered, without pause or hesitation.





Revision as of 21:20, 10 October 2015


xx

Vampire Thrall (HEAVY ROLE) (CR 9)

Vampires are one of the great nations of Undeath. Vampires are Emptied Undead, meaning they have been cored out of life. Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more Undeath. As a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters.

Vampires like people. They like the trappings of civilization, they like the happy whirl of social life, they enjoy the company of others, both undead and living alike. Vampires want to make more Vampires, it is an erotic part of their existence that they would be greatly diminished by losing.

Vampires get along well with most other Undead, even though relations often involve the Vampires using their domination abilities or simply persuading the other Undead to be patient. It is not unusual for Vampires to be encountered with powerful Skeletons, Wights, Death Knights, Liches, and other mighty Undead, even including the Lost Ones, who make terrifying allies indeed.

On top of this, Vampires are unique among Undeath in that they create living allies, their Vampiric Thralls. The existence of Vampiric Thralls makes finding a Vampire nest immeasurably more difficult, because Vampire Thralls are alive. Thralls are mortals who admire and envy the Vampires for their abilities, and whom the Vampires have fed their blood to. Vampire Blood can create new Vampires, or, in lesser doses, a living human becomes addicted to it, as if it were strong drink, or some horrifyingly strong opiate.

Vampire thralls are the first rank of Vampire culture, the eternally obedient and awfully empowered servants whom the Vampires use to interact with the daytime world. Their regular small doses of vampire blood keep thralls in a constant state of ecstatic empowerment, nearly immune to pain and injury, utterly and fanatically loyal to their dark masters, and nearly impossible to put down cleanly.

Most thralls are willing, but not all. it is not unheard of for Vampires to punish their living foes by attacking their loved ones, and in especially cruel cases, turning them into thralls.

Such a fate is to be avoided. Vampires must be rooted out everywhere they are discovered, without pause or hesitation.


GENERAL

CR 9 Hit Dice 14

XP 6,400

<alignment> <size> <racial keyword>

Init +4; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +14


DEFENSE

AC 28, touch 18, flat-footed 22 (+5 armor, +6 dex, +5 natural, +2 deflection)

hp 160

Fort +12, Ref +8, Will +8 <swap as needed; only one strong save>

Aura: -

SR: - <19, if any>

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft. <adjust as needed; list other movement types here also>

Space / Reach: 5 ft. / 5 ft. <adjust as needed>

Single Melee <melee weapon> +15 (2d8+8/19-20x2)

or: Single Melee Bite +15 (2d8+8/x2)

Full Melee 2x <melee weapon> +15 (2d8+8/19-20x2)

or: Full Melee Bite +15 (2d8+8/x2), 2x Claws +15 (2d6+1/x2)

Ranged <optional ranged attack> +15 (2d8+8/x2)

Special Attacks <copy from source; only list ability names here; describe below>

Action Points 0 <common monsters never have action points, named monsters often have one.>


STATISTICS

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +9; CMB +15; CMD 25

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

Skills <choose only if relevant, values around 1.5 x creature’s CR>

Languages <copy from source>


SPECIAL ABILITIES

<special abilities should have a save DC 19>

<special attack damage (standard action): 5d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 2d6+1>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 4,000 gp


COMBAT TACTICS

<describe typical actions taken during combat here>