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The Beastmaster - 3e custom monsters
Plebian Vampire













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By Read my glowing, claw-like finger
















PLEABIAN VAMPIRE
Medium Undead
Hit Dice:
1d12 (6hp)
Initiative: +1 (dex)
Speed: 30ft, climb 20ft
AC: 12 (+1 dex, +1 natural)
Attacks: Claw, Blood Drain, Spell-like abilities, Vampire Summon
Damage: Claw 1d4+1
Face/Reach: 5ft by 5ft /5ft
Special Attacks: Blood Drain, Spell-like abilities, Vampire Summon
Special Qualities: Undead, Create Spawn, Spawn Enhancers
Saves: Fort-, Ref+1, Will+0
Abilities: Str12, Dex12, Con-, Int10, Wis10, Cha12
______________________________________
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 2
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 1-2 HD
Plebian vampires resemble a human with slightly elongated ears, bright green (not red, but green) eyes and a pale skin. Plebian vampires are less wild and chaotic than their stronger cousins. Although they are somewhat looked down upon, they are still somewhat powerful in their own right. Despite their statistically more or less equivilent if not lower mental abilities compared to normal vampires and their spawn, they tend to be more calm and relaxed. Plebian vampires have a good sense of humor, but not to the point of lunacy and utter weakness to it as a dark clown. They often make jokes amoungst each other and anyone who is interested at the expense of so-called "pure" and "higher" vampires. A common one is " 'High' vampires are so uptight, if you shoved a volcanic rock up one's *** in a week you'd have a black onyx gem worth at least 50 gold peices!" They are not so cruel as to threaten their captives with terrible death if they do not laugh at weaker jokes. In fact, they don't get very angry at all. They are also reasonable. They are perfectly willing to bargain and be reasonable, to spare someone's life for a few thousand gp or some nice magic items. They also know the value of knowledge, and will often spare a wizard's life in exchange for lessons in magic, particularly enchantment.

COMBAT
Spell-Like Abilities (Sp): Charm Person once per day and Hypnotism 3 per day, both as cast by a 2nd level sorcerer.
Vampire Summon (Sp): Once per day a plebian vampire may summon a fiendish skeleton (medium) as cast by a 5th level sorcerer
Create Spawn (Su): A creature reduced to zero constitution points by a Plebian Vampires blood drain rises within 2d6 hours as a thirsty vampire under the Plebian Vampires control, provided that the thirsty vampire template can be applied to it. (see below)
Spawn Enhancers (Su): A plebian vampire cannot control more hit dice worth of thirsty vampires than its hit dice at a time. If a thirsty vampire is drying (no, not a typo), it can make a charisma check every 6 hours to keep a thirsty vampire from losing charisma. A plebian vampire may choose to give up any number of thirsty vampires it has to make room for others. It can make opposed charisma check against a wild thirsty vampire to gain control of it as a standard action. While under its control, thirsty vampires have int- and cannot use their summon ability. Once per day, a plebian vampire may teach each of the thirsties under its control a trick as if they were an animal companion (the most popular are down, attacks and fetch). The thirsty vampires retain these tricks after being released and will usually obey them.
Blood Drain (Ex): Upon a successful grapple check a plebian vampire drains 1d3 con every round its opponent is pinned.