Vampire
Medium Undead (Augmented Humanoid) — CR 7
Vampire is a D&D 3.5 monster from RH. CR 7, HD 5d12 (32 hp).
- Hit Dice
- 5d12 (32 hp)
- Initiative
- +7
- Speed
- 30 ft, 30 ft.
- Armor Class
- 25, touch 13, flat-footed 22
- Base Attack / Grapple
- +5/+11
- Attack
- Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged Full Attack: Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged
- STR
- 22
- DEX
- 17
- INT
- 12
- WIS
- 16
- CHA
- 12
- Fort / Ref / Will
- +4 / +6 / +4
- Challenge Rating
- 7
- Alignment
- Always evil (any)
- Level Adjustment
- +5
Special Abilities
DR 10/silver and magicBlood drainenergy draindominatechildren of the nightcreate spawn
Feats
Vampire* (CR 7)
Medium Undead (Augmented Humanoid)
Alignment: Always evil (any)
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +17 and Spot +17
Hit Dice: 5d12 (32 hp); DR: 10/silver and magic
Fort +4, Ref +6, Will +4 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +11
Attack: Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged
Full Attack: Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged
Damage: Slam 1d6+9 and energy drain; bastard sword 1d10+11/19-20; or shortbow 1d6/x3
Special Attacks/Actions: Blood drain, energy drain, dominate, children of the night, create spawn Abilities: Str 22, Dex 17, Con -, Int 12, Wis 16, Cha 12
Special Qualities: Undead, cold and electricity resistance 10, gaseous form, spider climb, alternate form, fast healing 5, vampire weaknesses
Feats: Alertness; Blind-fight; Combat Reflexes; Dodge; Exotic Weapon Proficiency (bastard sword); Improved Initiative; Lightning Reflexes; Mobility; Power Attack; Weapon Focus (bastard sword); Weapon Specialization (bastard sword)
Skills: Bluff +9, Climb +10, Hide +10, Listen +17, Move Silently +10, Ride +11, Search +9, Sense Motive +11, and Spot +17
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Any land and Underground
Organization: Solitary pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Treasure/Possessions: Double standard
Description
Vampire* (CR 7)
Medium Undead (Augmented Humanoid)
Alignment: Always evil (any)
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +17 and Spot +17
Hit Dice: 5d12 (32 hp); DR: 10/silver and magic
Fort +4, Ref +6, Will +4 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +11
Attack: Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged
Full Attack: Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged
Damage: Slam 1d6+9 and energy drain; bastard sword 1d10+11/19-20; or shortbow 1d6/x3
Special Attacks/Actions: Blood drain, energy drain, dominate, children of the night, create spawn Abilities: Str 22, Dex 17, Con -, Int 12, Wis 16, Cha 12
Special Qualities: Undead, cold and electricity resistance 10, gaseous form, spider climb, alternate form, fast healing 5, vampire weaknesses
Feats: Alertness; Blind-fight; Combat Reflexes; Dodge; Exotic Weapon Proficiency (bastard sword); Improved Initiative; Lightning Reflexes; Mobility; Power Attack; Weapon Focus (bastard sword); Weapon Specialization (bastard sword)
Skills: Bluff +9, Climb +10, Hide +10, Listen +17, Move Silently +10, Ride +11, Search +9, Sense Motive +11, and Spot +17
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Any land and Underground
Organization: Solitary pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Treasure/Possessions: Double standard
Combat
Vampire* (CR 7)
Medium Undead (Augmented Humanoid)
Alignment: Always evil (any)
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +17 and Spot +17
Hit Dice: 5d12 (32 hp); DR: 10/silver and magic
Fort +4, Ref +6, Will +4 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +11
Attack: Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged
Full Attack: Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged
Damage: Slam 1d6+9 and energy drain; bastard sword 1d10+11/19-20; or shortbow 1d6/x3
Special Attacks/Actions: Blood drain, energy drain, dominate, children of the night, create spawn Abilities: Str 22, Dex 17, Con -, Int 12, Wis 16, Cha 12
Special Qualities: Undead, cold and electricity resistance 10, gaseous form, spider climb, alternate form, fast healing 5, vampire weaknesses
Feats: Alertness; Blind-fight; Combat Reflexes; Dodge; Exotic Weapon Proficiency (bastard sword); Improved Initiative; Lightning Reflexes; Mobility; Power Attack; Weapon Focus (bastard sword); Weapon Specialization (bastard sword)
Skills: Bluff +9, Climb +10, Hide +10, Listen +17, Move Silently +10, Ride +11, Search +9, Sense Motive +11, and Spot +17
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Any land and Underground
Organization: Solitary pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Treasure/Possessions: Double standard