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Design Notes Many people on the Wizards Message Boards expressed interest in a vampire werewolf, and some even suggested it was an impossible creature. Humanoid werewolf vampires are allowed, even if both are acquired templates. They were not in v. 3.0 because werewolves had the shapechanger type, but now that shapechanger is a subtype it does not prevent vampirism.
As with all lycanthropes, there are three stat blocks for each version. This one prefers hybrid form because it has the most advantages, but is comfortable in orc form as well. She rarely chooses dire wolf form. The second and third stat blocks present only changes to the first one, to save space. In all cases, it is assumed that the creature was born a werewolf and became a vampire after acquiring all class levels. Nadezda Jilek the Scout
Nadezda prefers hybrid form, and always has, but her new vampiric powers make it even more preferable. She likes using all her powers and her weapons, and hybrid is the only form in which she can. She still fights like a scout, moving to gain her skirmish damage and AC bonus when she can. If she can catch a meal (er . . . foe) alone, even briefly, she tries to dominate it before attacking, and she has kept dominated minions around for a while to help her kill other prey. Nadezda Jilek, Orc Werewolf Vampire (Hybrid Form) CR 11 Blood Drain (Ex) Nadezda can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, Nadezda gains 5 temporary hit points. Children of the Night (Su) Nadezda commands 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. These creatures arrive in 2d6 rounds and serve Nadezda for up to 1 hour. Create Spawn (Su) A humanoid or monstrous humanoid slain by Nadezda ‘s energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. In either case, the new monstrous vampire or vampire spawn is under the command of Nadezda and remains enslaved until its master’s destruction. At any given time Nadezda may have enslaved spawn totaling no more than twice her own Hit Dice; any spawn she creates that would exceed this limit are created as free-willed monstrous vampires or vampire spawn. A monstrous vampire that is enslaved may create and enslave spawn of its own, so a master monstrous vampire can control a number of lesser monstrous vampires in this fashion. Nadezda may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a monstrous vampire or vampire spawn cannot be enslaved again. Curse of Lycanthropy (Su) Any humanoid or giant hit by this creature’s bite attack (while it’s in animal or hybrid form) must succeed on a DC 15 Fortitude save or contract lycanthropy. Dominate (Su) Nadezda can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Nadezda must use a standard action, and those merely looking at Nadezda are not affected. Anyone Nadezda targets must succeed on a Will save (DC 16) or fall instantly under Nadezda ‘s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Energy Drain (Su) Living creatures hit by Nadezda ‘s slam attack (or any other natural weapon Nadezda possesses) gain two negative levels. For each negative level bestowed, Nadezda gains 5 temporary hit points. Nadezda can use her energy drain ability once per round. Alternate Form (Su) Nadezda can shift into dire wolf form. She does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to her own ability scores. Nadezda also can assume a bipedal hybrid form with prehensile hands and animalistic features. Nadezda can also assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in her alternate form, Nadezda loses her natural slam attack and dominate ability, but she gains the natural weapons and extraordinary special attacks of her new form. She can remain in that form until she assumes another or until the next sunrise. Gaseous Form (Su) As a standard action, Nadezda can assume gaseous form at will as the spell (caster level 5th), but she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Lycanthropic Empathy (Ex) In any form, Nadezda can communicate and empathize with normal or dire wolves. This gives her a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.” Spider Climb (Ex) Nadezda can climb sheer surfaces as though with a spider climb spell. Trip (Ex) If Nadezda hits with a bite attack, she can attempt to trip her opponent (+19 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Nadezda . In orc form, make these changes to the hybrid form stats: Female scout 5 In dire wolf form, make these changes to the hybrid form stats: AC 25, touch 14, flat-footed 20; Dodge, Mobility, uncanny dodge Nadezda Jilek the Pious Templar of Gruumsh After Nadezda’s tribe was wiped out, she wandered the world for a while, and eventually fell in with a temple of Gruumsh. She trained as a temple guardian and served in that capacity for a few years before the temple was attacked by a vampire. She did her best to hold it at bay, but in the end she was overcome. She still prefers her greataxe, but does not feel the need to move in combat whenever she can anymore. She relies a lot on her immunities and her mettle and evasion abilities to shrug off spells while she targets healers first. She prefers to make lycanthropes over making vampires, and so uses her blood drain ability sparingly (enough to eat only). She still dominates foes when she can and keeps a small retinue of such slaves until they are close to death (at which point she feeds on them). Nadezda Jilek, Orc Werewolf Vampire (Hybrid Form) CR 16 Skirmish (Ex) Nadezda relies on mobility to deal extra damage and improve her defense. She deals an extra 2d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after Nadezda has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. Nadezda must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Nadezda can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. Additionally, Nadezda gains a +1 competence bonus (not included above) to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. Smite (Ex) Once per day, Nadezda may make a single melee attack with a +4 attack bonus and a +4 damage bonus. She must declare the smite before making the attack. Blood Drain (Ex) Nadezda can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, Nadezda gains 5 temporary hit points. Children of the Night (Su) Nadezda commands 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. These creatures arrive in 2d6 rounds and serve Nadezda for up to 1 hour. Create Spawn (Su) A humanoid or monstrous humanoid slain by Nadezda ‘s energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. In either case, the new monstrous vampire or vampire spawn is under the command of Nadezda and remains enslaved until its master’s destruction. At any given time Nadezda may have enslaved spawn totaling no more than twice her own Hit Dice; any spawn she creates that would exceed this limit are created as free-willed monstrous vampires or vampire spawn. A monstrous vampire that is enslaved may create and enslave spawn of its own, so a master monstrous vampire can control a number of lesser monstrous vampires in this fashion. Nadezda may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a monstrous vampire or vampire spawn cannot be enslaved again. Curse of Lycanthropy (Su) Any humanoid or giant hit by this creature’s bite attack (while it’s in animal or hybrid form) must succeed on a DC 15 Fortitude save or contract lycanthropy. Dominate (Su) Nadezda can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Nadezda must use a standard action, and those merely looking at Nadezda are not affected. Anyone Nadezda targets must succeed on a Will save (DC 19) or fall instantly under Nadezda ‘s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Energy Drain (Su) Living creatures hit by Nadezda ‘s slam attack (or any other natural weapon Nadezda possesses) gain two negative levels. For each negative level bestowed, Nadezda gains 5 temporary hit points. Nadezda can use her energy drain ability once per round. Alternate Form (Su) Nadezda can shift into dire wolf form. She does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to her own ability scores. Nadezda also can assume a bipedal hybrid form with prehensile hands and animalistic features. Nadezda can also assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in her alternate form, Nadezda loses her natural slam attack and dominate ability, but she gains the natural weapons and extraordinary special attacks of her new form. She can remain in that form until she assumes another or until the next sunrise. Gaseous Form (Su) As a standard action, Nadezda can assume gaseous form at will as the spell (caster level 5th), but she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Lycanthropic Empathy (Ex) In any form, Nadezda can communicate and empathize with normal or dire wolves. This gives her a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.” Spider Climb (Ex) Nadezda can climb sheer surfaces as though with a spider climb spell. Trip (Ex) If Nadezda hits with a bite attack, she can attempt to trip her opponent (+24 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Nadezda. In orc form, make these changes to the hybrid form stats: CE Medium undead (shapechanger) In dire wolf form, make these changes to the hybrid form stats: AC 26, touch 15, flat-footed 20; Dodge, Mobility, uncanny dodge Nadezda Jilek the Warshaper
Now she feels pretty much immune to everything, and fights with more recklessness than she did in the past. She also feels more like a parent, and she uses her dominate ability to dominate those foes she has defeated and infected with lycanthropy. Slowly she is building a new tribe for herself, and as some of her charges grow fully into their new abilities, she turns them into vampires as well. Thus, her new tribe is a mix of werewolves and vampire werewolves. They are a terror to the surrounding countryside, but they have a good den that is well hidden, and they take care not to prey too much on the surrounding people. Nadezda Jilek, Orc Werewolf Vampire (Hybrid Form) CR 21 Skirmish (Ex) Nadezda relies on mobility to deal extra damage and improve her defense. She deals an extra 2d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after Nadezda has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. Nadezda must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Nadezda can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. Additionally, Nadezda gains a +1 competence bonus (not included above) to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. Smite (Ex) Once per day, Nadezda may make a single melee attack with a +4 attack bonus and a +4 damage bonus. She must declare the smite before making the attack. Blood Drain (Ex) Nadezda can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, Nadezda gains 5 temporary hit points. Children of the Night (Su) Nadezda commands 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. These creatures arrive in 2d6 rounds and serve Nadezda for up to 1 hour. Create Spawn (Su) A humanoid or monstrous humanoid slain by Nadezda ‘s energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. In either case, the new monstrous vampire or vampire spawn is under the command of Nadezda and remains enslaved until its master’s destruction. At any given time Nadezda may have enslaved spawn totaling no more than twice her own Hit Dice; any spawn she creates that would exceed this limit are created as free-willed monstrous vampires or vampire spawn. A monstrous vampire that is enslaved may create and enslave spawn of its own, so a master monstrous vampire can control a number of lesser monstrous vampires in this fashion. Nadezda may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a monstrous vampire or vampire spawn cannot be enslaved again. Curse of Lycanthropy (Su) Any humanoid or giant hit by this creature’s bite attack (while it’s in animal or hybrid form) must succeed on a DC 15 Fortitude save or contract lycanthropy. Dominate (Su) Nadezda can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Nadezda must use a standard action, and those merely looking at Nadezda are not affected. Anyone Nadezda targets must succeed on a Will save (DC 21) or fall instantly under Nadezda ‘s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Energy Drain (Su) Living creatures hit by Nadezda ‘s slam attack (or any other natural weapon Nadezda possesses) gain two negative levels. For each negative level bestowed, Nadezda gains 5 temporary hit points. Nadezda can use her energy drain ability once per round. Alternate Form (Su) Nadezda can shift into dire wolf form. She does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to her own ability scores. Nadezda also can assume a bipedal hybrid form with prehensile hands and animalistic features. Nadezda can also assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in her alternate form, Nadezda loses her natural slam attack and dominate ability, but she gains the natural weapons and extraordinary special attacks of her new form. She can remain in that form until she assumes another or until the next sunrise. Gaseous Form (Su) As a standard action, Nadezda can assume gaseous form at will as the spell (caster level 5th), but she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
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