The Third Edition Dyrk Vampire




Background:
Dyrk vampires are found in any terrain, creations by a Evil Priest and Necromancer to do their bidding though they rebelled and over ran their masters and killed them. In doing so they have become free and can now walk among the worlds. They are similar to nosferatu, but do not gain power as they age. Also they can learn magic as a adept learns magic. Other differences are below.

Appearance:
A dyrk vampire generally retains the appearance it had before the change in life, looking like a normal human being. The only difference is that when not actually interacting with other beings, their faces tend to take on a strange blankness of expression that indicates their lack of true emotion and life. The fingernails of a dyrk vampire look like those of a normal human except when it uses them for combat in which case the fingernails grow into sharp claws (one inch in length). The claws are strong as steel and sharp as diamonds.

Combat:
Dyrk vampires attack once with sharp fingernails/claws for 2 points of damage, injecting a deadly poison into the bloodstream of their victim. The initial poison causes 10 damage, one minute later only 5 damage. Only creatures which have an active bloodstream and are affected by poisons need check for this.
Dyrk vampires can also cause a loss of 1 Con per round with their bite, like a nosferatu. Unlike their more common kin, dyrk vampires do not have any ability to transform into mist or animals, though they have the ability to fade from sight at will ( As per the invisibility spell ) . Once they have become invisible, they receive all of the normal bonuses which such a state normally bestows, including being attacked at a negative 80%.
The gaze of a dyrk vampire is one of its most powerful and dangerous weapons. Any person who allows the vampire to look into his eyes will be affected as if by a charm person spell. In this manner, dyrk vampire's are often able to pass posted sentries and surprise their chosen victims or prey. Also this ability does not cost the vampire anything to use and it can be used as often as the vampire desires to use it. Yes the vampire can turn it on and off like a light switch.
Only iron weapons or ones of magical origin can affect a dyrk vampire. They heal from all other weapons too quickly to be affected. Dyrk vampire also regenerate 5 hit points per round while they are away from direct sunlight. If reduced to 0 hit points, they will dissolve into an acidic fluid (which causes 10 damage to living tissue only, no save). This fluid is capable of flowing at the dyrk vampires�s full movement rate (180 feet per minute), and will immediately attempt to find a dark area in which to regenerate.
Sleep, charm, and hold spells do not affect dyrk vampires. Similarly, they are unharmed by poisons and immune to paralysis. Spells that are based on cold or electricity cause only half damage.
Dyrk vampire are not affected by sunlight, except the above lack of regeneration. They must rest 4 hours of every day in some dark place away from sunlight or they gradually lose health until they are destroyed. Dyrk vampires need one pint of fresh blood every three days to sedate their hunger. Any dyrk vampire can be defeated by driving an iron stake through its heart, but that only renders them inert until the stake is removed.
To permanently destroy it, the body of the dyrk vampire must be dissolved in strong acid. Also decapitation and burning of the parts completely destroys the dyrk vampire. Although it is undead, the dyrk vampire is motivated entirely by self-will. Therefore, as it is not inherently evil, it is not affected by holy water, holy/unholy symbols, or other religious paraphernalia. The dyrk vampire cannot be turned by priests.

Habitat/Society:
Dyrk vampire's once lived only in the domain of Graez, where they acted as the elite guard, slaves and servants of the domain lord's. Unless they had been ordered to work as a squad, they tended to work and hunt alone. Though now after the uprising they have rebelled and became free to work and do upon their own accord. For now they have no masters so they work and hunt for themselves.

Ecology:
As magically created sentient beings, dyrk vampires have no place in the natural ecology. Dyrk vampires can not reproduce as mortals can. A dyrk vampire can however embrace as a nosferatu can. It is through alchemy and drinking of the dyrk vampire potion that created the first dyrk vampire. This process is rather painless actually. As the person who chose to become a dyrk vampire, quickly falls asleep at the beginning of the transformation. Upon waking up they have completed the change and now are dyrk vampires. Also those who drink of the dyrk vampires blood become a servant or better known as a ghoul for the dyrk vampire, although they retain their own minds and free will as the magical properties in the blood make it impossible for a blood bond.

Special Notes on Dyrk Vampire Special Abilities/Magic:

Spell-like abilities:
A dryads charm person effect and a devil's teleport ability are spell like abilities. Usually, a spell-like ability works like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described. Spell-like abilities have no verbal, somatic, material components. The user activates them mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component. A spell like ability has a casting time of one action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell. Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated (such as an anti magic field). Spell-like abilities cannot be used to counter spell, nor can they be counter spelled.

List of Spell-like abilities of the Dyrk Vampire:

Charm Person:
This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The spell recipient regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for "just a minute or two." Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands). The duration of the spell is a function of the charmed person's Intelligence. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells. Note that the subject has full memory of the events that took place while he was charmed.

Invisibility:
This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.

Extraordinary Abilities:
A rogues evasion ability and a trolls ability to regenerate are extraordinary abilities. These abilities cannot be disrupted in combat, as spells can, and generally do not provoke attacks of opportunity (exceptions noted). Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an anti magic field. Indeed they do not qualify as magic, though they may break the laws of physics.

List of Extraordinary Abilities of the Dyrk Vampire:

Regeneration:
The dyrk Vampire can regenerate like a troll. Dyrk Vampire's can regrow a lost limb or body part, the lost portion regrows in three to five minutes ( the detached piece dies and decays normally). The Dyrk vampire can reattach the severed member instantly by holding it to the stump.
Dyrk vampires also regenerate 5 hit points every round while they are away from direct sunlight. If reduced to 0 hit points (the point of unconsciousness), they will dissolve into an acidic fluid (which causes 10 damage to living tissue only, no save). This fluid is capable of flowing at the dyrk vampire�s full movement rate, and will immediately attempt to find a dark area in which to regenerate.

Poison fingernail/claws:
Causes severe damage to any with an active bloodstream. Dyrk vampire's attack once with sharp fingernails/claws for 2 points of damage, injecting a deadly poison into the bloodstream of their victim. The initial poison causes 10 points of damage, one minute later only 5 points of damage. Only creatures which have an active bloodstream and are affected by poisons need check for this.





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