Sample Vampires

Vampire, 5th-Level Human Fighter

Medium Undead (Augmented Humanoid)
Hit Dice: 5d12 (32 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chain shirt), touch 13, flat-footed 20
Base Attack/Grapple: +5/+11
Attack: Slam +11 melee (1d6+9 plus energy drain) or +1 spiked chain +13 melee (2d4+12) or masterwork shortbow +9 ranged (1d6/×3)
Full Attack: Slam +11 melee (1d6+9 plus energy drain) or +1 spiked chain +13 melee (2d4+12) or masterwork shortbow +9 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain
Special Qualities: Alternate form, damage reduction 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits, vampire weaknesses
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 22, Dex 17, Con —, Int 12, Wis 16, Cha 12
Skills: Bluff +9, Climb +10, Hide +10, Listen +17, Move Silently +10, Ride +11, Search +9, Sense Motive +11, Spot +17; racial bonuses
Feats: Alertness [bonus], Blind-Fight, Combat Reflexes [bonus], Dodge [bonus], Exotic Weapon Proficiency (spiked chain), Improved Initiative [bonus], Lightning Reflexes [bonus], Mobility, Power Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain)
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +5

This sinister-looking warrior has pale skin, haunting red eyes, and a feral cast to his features. He wears chain armor and holds a spiked chain in his clawed hands.

This example uses a 5th-level human fighter as the base creature.

Combat

This vampire’s slam attack is treated as a magic weapon for the purpose of overcoming damage reduction.

The DC is 13 for the Will save against this vampire’s domination ability, and for the Fortitude save to remove a negative level caused by its energy drain.

Possessions: +1 spiked chain, masterwork chain shirt, potion of haste.

Source: Monster Manual (version 3.5), page 250.

Vampire, 13th-Level Half-Elf Monk/Shadowdancer

Medium Undead (Augmented Humanoid)
Hit Dice: 13d12 (90 hp)
Initiative: +8
Speed: 60 ft. (12 squares)
Armor Class: 32 (+4 Dex, +6 natural, +6 Wis, +1 intrinsic, bracers of armor +3, ring of protection +2), touch 23, flat-footed 32
Base Attack/Grapple: +9/+14
Attack: Unarmed strike +14 melee (1d10+5 plus energy drain) or +2 keen kama +16 melee (1d6+7) or +1 frost sling +14 ranged (1d4+1 plus 1d6 cold)
Full Attack: Unarmed strike +14/+14/+9 melee (1d10+5 plus energy drain) or +2 keen kama +16/+16/+11 melee (1d6+7) or +1 frost sling +14 ranged (1d4+1 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, flurry of blows, ki strike (magic), shadow illusion, summon shadow
Special Qualities: Alternate form, damage reduction 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, half-elf traits, hide in plain sight, improved evasion, purity of body, resistance to cold 10 and electricity 10, shadow jump 20 ft., slow fall 40 ft., spider climb, still mind, uncanny dodge (Dex bonus to AC), undead traits, vampire weaknesses, wholeness of body
Saves: Fort +7, Ref +16, Will +13
Abilities: Str 20, Dex 19, Con —, Int 12, Wis 22, Cha 12
Skills: Balance +22, Bluff +9, Climb +9, Hide +28, Jump +23, Listen +16, Move Silently +28, Perform (wind instruments) +7, Search +9, Sense Motive +14, Spot +16, Tumble +22; racial bonuses
Feats: Alertness, Blind-Fight, Combat Reflexes, Deflect Arrows [bonus], Dodge, Improved Initiative, Improved Disarm [bonus], Lightning Reflexes, Mobility, Spring Attack, Stunning Fist [bonus]
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 15
Treasure: Double standard
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +8

This example uses a half-elf 9th-level monk/4th-level shadowdancer as the base creature.

Combat

This vampire’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.

The DC is 17 for the Will save against this vampire’s domination ability, and for the Fortitude save to remove a negative level caused by its energy drain.

Flurry of Blows (Ex): Use the full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at her highest base attack, making the extra attack either with her +2 keen kama or unarmed.

Ki Strike (Su): Deal damage to creatures with damage reduction using unarmed strike as though with a magic weapon.

Shadow Illusion (Sp): Create visual illusions from shadows as silent image once per day.

Summon Shadow (Sp): Summon one shadow companion, which cannot be turned, rebuked, or commanded by others. If the shadow is destroyed or dismissed, the shadowdancer must succeed on a DC 15 Fortitude save or lose 800 XP (400 XP on a successful save). A new shadow cannot be summoned for a year and a day.

Half-Elf Traits (Ex): Immunity to sleep spells and effects; +2 racial bonus on saves against enchantment spells or effects; lowlight vision (can see twice as far as a human in low-light conditions); +1 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given here); +2 racial bonus on Diplomacy and Gather Information checks.

Hide in Plain Sight (Su): Can use the Hide skill even while being observed as long as within 10 feet of a shadow.

Improved Evasion (Ex): If the vampire makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. In addition, she takes only half damage on a failed save.

Purity of Body (Ex): Immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.

Shadow Jump (Sp): Travel instantaneously between shadows as a dimension door spell, up to 20 feet per day.

Slow Fall (Ex): A monk within arm’s reach of a wall takes damage as if the fall were 40 feet shorter than it actually is.

Still Mind (Ex): +2 bonus on saves against enchantment spells and effects.

Wholeness of Body (Su): Cure up to 18 hit points of her own wounds each day.

Possessions: +2 keen kama, +1 frost sling, 10 +1 sling bullets, ring of protection +2, bracers of armor +3, periapt of wisdom +4.

Source: Monster Manual (version 3.5), page 251.