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Kender Vampire

D&D 3e (3.0/3.5) Rules

by Clive Squire


Kender vampires retain the same general physical properties that they did in life. Thus, they stand somewhere around 4 feet tall with very slight builds. Their eyes give them an impish, elven look, and their slender builds are finely muscled. Upon closer examination, however, the foul corruption of their creation becomes apparent. The skin is pale and withered, stretched tight across the bones in a manner similar to a mummified corpse. Their teeth are long and sharp, giving their faces a feral look. The fingers have been reduced to little more than bones with a thin covering of flesh and their nails have been stretched into claws.

Sample Kender Vampire

This example uses a 5th level half-kender fighter as the base creature.

Kender Vampire, 5th-level Half-Kender Fighter

Medium Undead (Augmented Humanoid [Kender])
Hit Dice:
5d12+3 (40 hp)
Initiative: +6
Speed: 30 ft.
AC: 23, touch 13, flat-footed 20
Base Attack/Grapple: +5/+11
Attack: +1 hoopak +12 melee (1d6+7 as staff) or +1 hoopak +9 ranged (1d4+1 as sling) or claw +12 melee (1d6 cold) or bite +12 melee (1d4 cold)
Full Attack: +1 hoopak +12 melee (1d6+7 as staff) or +1 hoopak +9 ranged (1d4+1 as sling) or 2 claws +12 (1d6 cold) and bite +7 melee (1d4 cold)
Special Attacks: Spirit rend, insane howl, create spawn, death throe
Special Qualities: Half-kender traits, undead traits, resistance to cold and fire 10, damage reduction 5/own weapon, fast healing 2, gaseous form, turn resistance +2, rotting aura, vulnerabilities
Saving Throws: Fort +5, Ref +4, Will +2
Abilities: Str 22, Dex 17, Con –, Int 14, Wis 12, Cha 15
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: +6

Skills: Bluff +10, Craft (woodcarving) +3, Escape Artist +8, Handle Animal +3, Hide +12, Intimidate +16, Listen +5, Move Silently +7, Open Lock +4, Ride +6, Search +5, Sense Motive +7, Sleight of Hand +4, Spot +6.

Feats: Combat Reflexes, Improved Initiative, Improved Taunt, Persuasive, Power Attack, Stealthy, Toughness.

Half-Kender Traits (Ex): +1 on Open Lock, Sleight of Hand and Spot checks. +2 on all Will saves against fear effects.

Languages: Common, Elven, Kenderspeak.

Spirit Rend (Su): Anyone struck by this kender vampire's claws feels more than the pain of a physical wound. The target must make a Will save (DC 14) or become shaken for 1 round. The target creature must also make a Fort save (DC 14) or suffer 1 point of temporary Intelligence and Wisdom damage. The saving throw is Charisma-based.

Insane Howl (Su): Once per hour, this kender vampire can unleash a hideous howl. All living creatures within 60 feet of the kender vampire must make a Will save (DC 20) or be affected by the effects of a symbol of insanity, cast as if the kender vampire were a sorcerer of 15th level.

Death Throe (Su): When this kender vampire is truly slain (not merely forced to assume gaseous form), the magical energy that held it together explodes in a small fireball that deals 1d6 points of fire damage to all within 5 feet of the kender vampire. A successful Reflex save (DC 14) avoids this damage.

Rotting Aura (Su): Any wooden object that touches this kender vampire (except its own hoopak) must make a Fort save (DC 14) or be destroyed. Unattended wooden objects that touch the kender vampire are automatically destroyed.

Possessions: +1 slick shadow leather armor, +1 hoopak (sling-staff), backpack, map case, belt pouch, flash pellets (2), +1 cloak of resistance; 2,486 stl.

Sample Elite Kender Vampire

This example uses a kender 5th level rogue / 8th level handler as the base creature.

Kender Vampire, 13th level Augmented Kender Rogue/Handler

Medium Undead (Augmented Humanoid [Kender])
Hit Dice:
13d12 (52 hp)
Initiative: +8
Speed: 30 ft.
AC: 26, touch 14, flat-footed 22
Base Attack/Grapple: +9/+12
Attack: +2 crushing hoopak +14 melee (1d6+5 as staff) or +2 crushing hoopak +15 ranged (1d4+2 as sling) or claw +12 melee (1d6 cold) or bite +12 melee (1d4 cold)
Full Attack: +2 crushing hoopak +14/+9 melee (1d6+5 as staff) or +2 crushing hoopak +15/+10 ranged (1d4+2 as sling) or 2 claws +12 (1d6 cold) and bite +7 melee (1d4 cold)
Special Attacks: Sneak attack +3d6, spirit rend, insane howl, create spawn, death throe
Special Qualities: Kender traits, trapfinding, evasion, trap sense +1, uncanny dodge, light fingered, kender tales 1d20+9, improved uncanny dodge, five-fingered fighting, handler's luck, hide in plain sight, defensive roll (2/day), improved five-fingered fighting, spell resistance 19, undead traits, resistance to cold and fire 10, damage reduction 5/own weapon, fast healing 2, gaseous form, turn resistance +2, rotting aura, vulnerabilities
Saving Throws: Fort +6, Ref +15, Will +8
Abilities: Str 16, Dex 19, Con –, Int 15, Wis 15, Cha 19
Environment: Any land
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: +6

Skills: Appraise +3, Balance +10, Bluff +16 (+20 taunt), Climb +6, Craft (trapmaking) +5, Decipher Script +5, Escape Artist +6, Gather Information +5, Hide +18, Intimidate +11, Jump +10, Listen +24, Move Silently +29, Open Lock +7, Search +19 (+20 traps, +22 tracks), Sense Motive +17, Sleight of Hand +23 (+31), Spot +26, Use Magic Device +5.

Feats: Alertness, Great Fortitude, Improved Initiative, Improved Taunt, Iron Will, Skill Focus (Hide), Stealthy.

Kender Traits (Ex): Small creature, +1 to all saving throws, +2 to Open Lock, Sleight of Hand, and Spot skill checks; –4 penalty to Concentration skill checks, fearless, taunt (+4 to Bluff skill checks to taunt).

Languages: Common, Dwarven, Kenderspeak.

Spirit Rend (Su): Anyone struck by this kender vampire's claws feels more than the pain of a physical wound. The target must make a Will save (DC 20) or become shaken for 1 round. The target creature must also make a Fort save (DC 20) or suffer 1 point of temporary Intelligence and Wisdom damage. The saving throw is Charisma-based.

Insane Howl (Su): Once per hour, this kender vampire can unleash a hideous howl. All living creatures within 60 feet of the kender vampire must make a Will save (DC 20) or be affected by the effects of a symbol of insanity, cast as if the kender vampire were a sorcerer of 15th level.

Death Throe (Su): When this kender vampire is truly slain (not merely forced to assume gaseous form), the magical energy that held it together explodes in a small fireball that deals 1d6 points of fire damage to all within 5 feet of the kender vampire. A successful Reflex save (DC 20) avoids this damage.

Rotting Aura (Su): Any wooden object that touches this kender vampire (except its own hoopak) must make a Fort save (DC 20) or be destroyed. Unattended wooden objects that touch the kender vampire are automatically destroyed.

Possessions: +3 silent moves spell resistance leather armor, +2 crushing hoopak (sling-staff), backpack, map case, belt pouch, flash pellets (2), cloak of charisma +4, elixir of hiding, boots of striding & springing; 250 stl.

Creating a Kender Vampire

'Kender vampire' is an acquired template that can be added to any kender or half-kender (hereafter referred to as the base creature). A 'kender vampire' uses all the abilities and special qualities of the base creature, except as noted here.

Size & Type: The kender's type changes to undead (augmented humanoid [kender]). Do not recalculate base attack, saves or skill points. Size remains unchanged.

Hit Dice: Increase all current and future HD to d12's.

Speed: Same as base creature.

Armor Class: The base creature's natural Armor Class improves by +7.

Attack: A kender vampire retains all of the attacks of the base creature and also gains 2 claw attacks and a bite attack as natural weapons. A kender vampire armed with manufactured weapons uses its natural attacks or those of the weapon, as desired.

A kender vampire fighting without weapons uses its natural attacks. If armed with a weapon, the kender vampire usually uses the weapon as a primary weapon and its natural attacks as a secondary weapon.

Damage: Those struck by a kender vampire's claws suffer 1d6 points of piercing cold damage. The bite of a kender vampire deals 1d4 points of cold damage.

Special Attacks: A kender vampire retains all special attacks and gains those described below. Saving throws have a DC equal to 10 + one-half the kender vampire's HD + the kender vampire's Charisma modifier, unless otherwise noted.

Spirit Rend (Su): Anyone struck by a kender vampire's claws feels more than the pain of a physical wound. The target must make a Will save or become shaken for 1 round. The target creature must also make a Fort save or suffer 1 point of temporary Intelligence and Wisdom damage. The saving throw is Charisma-based.

Insane Howl (Su): Once per hour, the kender vampire can unleash a hideous howl. All living creatures within 60 feet of the kender vampire must make a Will save or be affected by the effects of a symbol of insanity, cast as if the kender vampire were a sorcerer of 15th level.

Create Spawn (Su): A humanoid creature that is slain by the kender vampire's spirit rend ability is dead and can be raised normally. A kender or half-kender that is slain by the spirit rend ability rises as a vampire spawn 1d4 days after burial. If the kender had 4HD or more when it died, it instead rises as a new kender vampire. Unlike a normal vampire, the original kender vampire has no automatic control over the new vampire.

Death Throe (Su): When a kender vampire is truly slain (not merely forced to assume gaseous form), the magical energy that held it together explodes in a small fireball that deals 1d6 points of fire damage to all within 5 feet of the kender vampire. A successful Reflex save avoids this damage.

Special Qualities: The kender vampire retains all the special qualities of the base creature and gains the following.

Resistances (Ex): A kender vampire has resistance to cold & fire 10. Holy water used on a kender vampire deals 1d4 points of damage per vial.

Damage Reduction (Su): A kender vampire has damage reduction 5/own weapon. Only the kender vampire's own weapon can bypass its damage reduction.

Fast Healing (Ex): A kender vampire heals 2 hit points each round as long as it has at least 1 hit point. If reduced to 0 hit points, it immediately assumes gaseous form and seeks to escape. The kender vampire must reach its coffin within 2 hours or be utterly destroyed. Any additional damage dealt to a kender vampire that has been forced to assume gaseous form has no effect. Once within its coffin, the kender vampire is utterly helpless. It regains 1 hit point after 1 hour, then becomes no longer helpless and restarts its fast healing.

Gaseous Form (Su): A badly damaged kender vampire assumes a gaseous form (as the 5th level spell of the same name). The kender vampire only remains in this form until it can reach its coffin and has a fly speed of 20 feet, with perfect maneuverability.

Turn Resistant (Ex): A kender vampire has +2 turn resistance.

Vulnerabilities (Su): A kender vampire is especially vulnerable to holy symbols used as a touch attack. If successful, a touch attack with a holy symbol deals 3d6 points of divine damage to the kender vampire. Kender vampires cannot stand the shimmer weed plant during moonlight nights (especially the light of Solinari). When within 20 feet of the shimmer weed during a moonlit night, the kender vampire takes 1d4 points of light damage per round that it remains in the area.

Rotting Aura (Su): Any wooden object that touches a kender vampire (except its own hoopak) must make a Fort save or be destroyed. Unattended wooden objects that touch the kender vampire are automatically destroyed.

Undead Traits: As an undead creature, the kender vampire possesses the following traits.

  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, non-lethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed (except as described previously).
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Undead do not breathe, eat, or sleep.

Abilities: The kender vampire gains an increase of Str +4, Dex +2, Int +2, Wis +2, and Cha +4.

Skills: The kender vampire has a +4 racial bonus to Bluff, Hide, Intimidate, Listen, Move Silently, Search, Sense Motive and Spot skill checks. Otherwise, as base creature.

Feats: The kender vampire gains the Stealthy and Improved Taunt (as detailed in the War of the Lance sourcebook) feats as bonus feats. Otherwise as base creature.

Environment: Any land

Organization: Solitary or band (1 kender vampire plus 1 – 2 kender vampire spawn)

Challenge Rating: Same as base creature +2

Treasure: Double standard

Alignment: Always lawful evil

Advancement: By character class

Level Adjustment: +6

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