| Bruce Hunt |
Hi, does anyone have 3.5e stats on Vampire Rats?
I figure a vampire was weakened but not killed, and drank the blood of some rats to survive and regain his strength. The large, normal rats were attracted to him when he was at full power and could convert to a rat-form.
I figure on using a large dire rat if I don't get any stats, but I'd prefer stats as it should have some vampiric-like abilities.
-= Malachite =-
| Steve Greer Contributor |
OK. Here's the vampire template info from the SRD.
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
*Well, this would rule out vermin or animals, but if you really want to go with the idea, do it anyway. I once allowed a vampiric mule in one of my games when the players abandoned their pack animal to the mercies of a group of vampires. They found it wandering a meadow several nights later and let's just say it was acting kind of strange.
"A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by +6.
Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Dimin. 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
*You should probably limit this to just summoning other rats. The movie "Willard" comes to mind. http://www.willardmovie.com/html/index.html
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3-5), or troupe (1-2 plus 2-5 vampire spawn)
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +8."
Now with all of the above adjustments made to a dire rat, you've got one hell of an interesting villain. Shoot! I might just use the idea myself ;)
| Jonathan Drain |
Putting the Vampire template on a rat doesn't work so well in my opinion, since it's a template designed for humans. Can you imagine the power of a pack of rats with the Dominate ability?
I would put the Blood Ghoul template on a dire rat. The Blood Ghoul template can be found in the free Ghostwalk web enhancement here: http://www.wizards.com/default.asp?x=dnd/we/20030607a.
Heathansson
|
Hi, does anyone have 3.5e stats on Vampire Rats?I figure a vampire was weakened but not killed, and drank the blood of some rats to survive and regain his strength. The large, normal rats were attracted to him when he was at full power and could convert to a rat-form.
I figure on using a large dire rat if I don't get any stats, but I'd prefer stats as it should have some vampiric-like abilities.
-= Malachite =-
This I like. I'm getting this Willard meets Salem's Lot kind of vibe here.
The original human vampire has got to be this really goomy dork of a vampire (not your usual Goth chic Prince Vlad type) with all these little dire rat vampire minions, whom he resents because they remind him of all of his own inadequacies and failings.
Heathansson
|
I was just thinking about those rat men from Oriental Adventures/Rokugan also. Neeeeeeeeyasty.
Hey, Mr. Greer. You could have...rat vampires, and....
RAKASTA VAMPIRE HUNTERS!
or not...(walks away, moping, lamenting the absence of his missing rakasta from Savage Tide, MM IV, 3.X in general..)
Meh...I'll let it go before it gets tedious.
I'll just use Monte Cooks lion guys from Arcana Unearthed.
| Steve Greer Contributor |
Putting the Vampire template on a rat doesn't work so well in my opinion, since it's a template designed for humans. Can you imagine the power of a pack of rats with the Dominate ability?
I would put the Blood Ghoul template on a dire rat. The Blood Ghoul template can be found in the free Ghostwalk web enhancement here: http://www.wizards.com/default.asp?x=dnd/we/20030607a.
It definitely breaks the template rules, as a I stated. However, it makes for a really interesting monster/villain for any DMs home game/campaign. I don't think I would have a bunch of these wandering around, though. No packs of vampire rats.
Heh. I just looked up the dire rat in my MM. This would be just about the stupidest vampire ever (Intelligence 3). But its other ability scores after adjustments might compensate a little. A Wisdom of 14 ain't that bad.
| Bruce Hunt |
Interesting notion, Bruce. A normal rat is completely out of the question unless said vampire was on some kind of really strange vampiric Jenny Craig diet.
I had taken a normal rat and applied the vampiric template to it, but it's HD/HP were far below what was needed for the adventure. A dire rat with that template should fit the Bill.
Bruce