Vampire spawn

(Generated 29 times)
Namelist None
Rank Skilled
Race Vampire
Cult rank None
Notes A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. Fast Healing A vampire spawn heals 2 HP per round per location. If reduced to major wound in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round. Gaseous Form As an action, a vampire spawn can assume gaseous form at will, but it can remain gaseous indefinitely and has a fly speed of 20 feet. Dominate A vampire spawn can crush a humanoid opponent’s will as a standard action. Anyone the vampire spawn targets must succeed on an Opposed Will save or fall instantly under the vampire spawn’s influence, as though by a dominate person spell. The ability has a range of 30 feet. At the GM’s discretion, some vampire spawns might be able to affect different creature types with this power. Energy Drain A creature hit by a vampire spawn’s slam (or other natural weapon) gains one negative level. This ability only triggers once per turn, regardless of the number of attacks a vampire spawn makes (flurry for example). For each hit the spawn gains 1 HP to each location. This can go above their max and last for 1 hour. Bite drains 2-4 CON as well as blood. For each point of CON drained the spawn gains 1 HP to all locations (this can go above max) Extra 2 AP vs non silver attacks and half damage thereafter (cannot be bypassed or sundered) Extra 4 AP vs cold and electrical attacks and half damage thereafter (cannot be bypassed or sundered)
STR 2d6+6
CON 2d4+10
SIZ 2d6+6
DEX 2d6+6
INT 2d6+6
POW 3d6
CHA 2d5+8
D20Hit locationArmor
01-03 Right leg 4
04-06 Left leg 4
07-09 Abdomen 4
10-12 Chest 4
13-15 Right Arm 4
16-18 Left Arm 4
19-20 Head 4
Movement 6
Natural armor Yes

Non-random features

Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Undead***: Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the undead. (Mythras Core 214-218)
Ability ***Vampiric*** Bite drains its victim’s blood, causing an increase in Fatigue levels.
Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Allergy*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not.
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Characteristics Drain*** Drain temporary Characteristic points from the target
Ability ***Weakness*** Weakness against environment or Rune

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+45 Endurance CON+CON+30
Evade DEX+DEX+40 Perception INT+POW+40 Stealth DEX+INT+40
Unarmed STR+DEX+30 Willpower POW+POW+25

Custom skills

Acrobatics STR+DEX+40

Combat styles

Leaping combat (Body Slam and Batter Aside )STR+DEX+1d10+30

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Slam (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d2 S T - bleed N Y 6 7 head
Slam 1h-melee 1d4+1 S M - Grip, Stun Location, Take Weapon Y Y 6 7 arm

Theism spells

Amount: 0
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Create Skeleton 1 Create Zombie 1 Cause Creeping Chills 1 Create Ghost 1
Extatic Communion 1 Raise Ghoul 1 Summon Small shade 1


Amount: 1
Guardian Spirit 1