View Full Version : the Sangrolu (Bloodlich) alias the vampire lich + Feral Vampire

2011-02-02, 12:13 AM
i didnt create the template (i wish to ^^), i just use it in a very high powered campaign, i found it on internet (the website where i found it seems to have disappeared) , it was originally a AD&D 2E monster converted to a 3E template.
originally it is be used with any Vampire template using age categories (see dicefreak website or van richten guide to vampire)

this template is VERY PoWERFUL (broken for some peoples) but i loved the fluff. if you find it unbalanced , you can remove of readjust the abilities.
i think the CR is not high enough and should be fixed.


The Bloodlich, or Sangrolu is truly an abomination; a merging of the Lich and the Vampire. Legends of the Sangrolu's' creation abound in the tomes of long-dead sages, but most of them agree that the first Sangrolu was a awesome Vampire called Zolhkaar who wanted to escape the bounds of the night and forever leave the dominion of Kanchelsis, the God of Vampires.
Sangrolu are created when a Vampire creates a variant of the black potion used to turn a mortal wizard into a Lich, and drinks it. Vampires that imbibe this dark potion must still succeed a Fort save, as must a mortal. However, failure does not indicate death, but rather an eternal curse of decay that can only be slowed by the ingestion of blood.
Thus, there are two types of Sangrolu, Broken and True. True Sangrolu are possibly the most powerful and sophisticated undead. They retain their previous vampiric appearance, and do not have the appearance of walking corpses. Broken Sangrolu are horrid creatures of tight, rotted flesh shot through with fat, black veins and exposed yellowing bones. They are even more horrible than the typical Lich, for the Broken Sangrolu are forever cursed to decay, with only the blood of mortal to hold back the inevitable.
Broken Sangrolu decompose rapidly, losing two Hit Dice per 24-hour period. Their bodies simply fall apart when they reach 0 HD. The only way to hold back the rot is to drink blood...for every 10 hit points of blood they drink, they regain one hit die. However, even when fed, a Broken Sangrolu is a monster with tight, wrinkled flesh and burning yellow eyes.

Hit Dice: As Vampire.
Size and Type: undead (augmented humanoid or monstrous humanoid). Size is unchanged.
Abilities: as Vampire
Speed: Same as base creature.
Saves: by character class
Climate/Terrain: Any
Organization: Solitary or Clan (Bloodlich + 1d20 lesser Feral Vampires)
Challenge Rating: Base creature +8
Alignment: Always evil
Advancement: by character class
Favored Class: Arcane class

Creating a Bloodlich
Bloodlich is an acquired template that can be added to any Vampire creature. A Bloodlich uses all the base creature’s statistics and special abilities except as noted here.

Creation: Sangrolu are created when a Vampire that has achieved at least 18th level as a spellcaster creates a special variant of a Lichdom potion, and drinks it during a complex ritual.
Sangrolu make use of a phylactery, the same as other Liches do. However, the phylactery must be an object capable of holding a pint of the prospective Vampire's blood. The blood is what contains the soul of the Lich, and the creature will be destroyed if the blood is ever emptied from it. The blood will remain liquid as long as it remains in the enchanted container.
The potion is created with the same spells used in the normal version. The ingredients are different, though. The Sangrolu potion makes no use of poisons, as Vampires are immune to such substances. Instead, the potion is a mixture of blood and ashes. The blood comes from about 13 different creatures of magical or extraplanar origin, and the ashes come from ancient trees from graveyards, the corpses of the wicked or similar sources.
A Sangrolu begins its new existence with basic hit dice when created equal to that it would have + 4. Then, for each levels gained, the Bloodlich has a 50% chance to gains a bonus HD. (or simply assign a die type approximating the number of levels the Bloodlich has gained- thus a 24th level (mage) Bloodlich that transformed at 18th level would have its base HD + 4 HD + 6 HD.)

Special Attacks:
All Sangrolu retain the special attacks they had as Vampire and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the Sangrolu HD + the Sangrolu ‘s Charisma modifier.

Energy Drain (Su): Living creatures hit by a Sangrolu’s slam attack gain 2 negative levels. For each negative level bestowed, the Sangrolu gains 5 temporary hit points. A Sangrolu can only use its energy drain ability once per round. Such levels can be regained 24 hours later with a successful fortitude save per level lost (DC = 10 + Half Sangrolu’s Hit Dice + Wis modifier). A failure means the victim has permanently lost that level.
Paralyzing Touch (Su): Sangrolu gains a touch attack that does 1d8+5 damage (Cold & Negative Energy) and paralyzes the target for 1d10 minutes (Fort Neg). The paralysis can be removed by Remove Paralysis, Remove Curse, etc. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a Bloodlich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Dominate (Su): A Sangrolu can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Sangrolu must use a standard action, and those merely looking at it are not affected. Anyone the Sangrolu targets must succeed on a Will save or fall instantly under the Sangrolu’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Blood Drain (Ex): A Sangrolu 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 Sangrolu gains 4 temporary hit points. A Sangrolu may hold hit points of blood equal to 10 times its Hit Dice and can derive great power from the blood they take. Sangrolu retain the blood until they use it for some purpose. Sangrolu may use stolen blood to gain many powers and abilities. A Sangrolu may not spend more points of blood than it has Hit Dice in a single round.
• Blood Spell Power: A Sangrolu may call upon the inherent life energy in its stolen blood to add power to its spells. Thus;
- 1 point: The spell's range and area of effect are increased by 10%
-5 Points: The spell's damage is increased by one point per die. The spell's casting time is decreased by one, and the spell imposes a -1 to all saves against it.
- 10 Points: The spell's duration increases to the next unit of time upward. Rounds become turns, turns to hours, hours to days, days to weeks, weeks to months, months to years, and so forth.
• Blood Attacks: The Lich may increase its number of attacks, as well. For every 10 points spent, the monster gains an additional attack.
• Blood Damage: As if this wasn't bad enough, a Sangrolu may increase its attack rate and damage by spending blood. Damage is increased on a point-for-point basis, with a maximum of 10 spent points per attack (Thus, if 7 hit points of blood are spent, one attack's damage is increased by 7). The Sangrolu uses its stolen blood to increase its power, and can deliver incredibly hard blows. The blood is spent before the attack is delivered, and is lost even if the Sangrolu misses

Special Qualities:
Sangrolu have a staggering array of dark powers available to them. All Sangrolu retain the special qualities they had as Vampire and gain those listed below.

Silence: Like Vampires, Sangrolu make absolutely no noise when they move, even if they tread on dry leaves or broken glass.
Damage Reduction (Su): The Sangrolu has damage reduction 10/+2. His evil energy can protect from most common weapons.
Immunities (Ex): Sangrolu are immune to cold, electricity, and polymorph attacks, insanity, death, and paralysis magic. Poisons do not affect them.
Fast Healing (Ex): The evil energy which keeps the Sangrolu animated also enables him to regain lost Hit Points faster than most mortal creatures. The Sangrolu has Fast Healing 5.
Turn Resistance (su): A Sangrolu has a hefty turn resistance of +6; this bonus is negated if the holy symbol used in the turning is made of pure lead.
Spider Climb (Ex): A Sangrolu can climb sheer surfaces as though with a Spider Climb spell.
Gaseous Form (Su): As a standard action, a Sangrolu 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.
Dark Blood: The necrology of a Sangrolu twists the blood it takes and bonds it to the creature's dark essence. Thus, any being that drinks the blood of a Sangrolu must make a FS or become the Lich's absolute slave. Each consecutive time a creature drinks a Sangrolu's blood, a cumulative -2 penalty to the save is added. The only way to break the servitude is to cast a successful Remove Curse on the victim (against the Sangrolu's Hit Dice), but only after the victim has imbibed a flask of holy water. This process is painful to the slave, and a FS check must be made, or the slave will permanently lose 1 point of Constitution, whether or not the process was successful.
Blood Healing: A Sangrolu may spend the energy in stolen blood to repair damage to himself. True Sangrolu may "heal" one hit point by spending two points of blood. Only four points of damage may be repaired per round, and this is cumulative with the Sangrolu's Fast Healing ability.
Blood Lore: After taking a creature's blood, a Sangrolu may enter a trance, whereby it delves into the life-force of the blood it has taken to learn information about the victim. This must be done within one hour of drinking the blood, any longer means the blood is no longer whole and has mixed with that of the Sangrolu. The trance demands absolute concentration, during which the creature is immobile and (relatively) defenseless. In the trance, the Sangrolu enters the spirit of the victim, which is still contained in the stolen blood, although it is fading. The Sangrolu may gain the answer to a number of questions from the victim's blood, similar to the way a necromancer speaks with dead. There a number of limitations to this ability:
- Sangrolu may ask one question for every four levels/HD it possesses. In practice, it may only get one answer for each hit point of the victim's blood that it has drained.
- Each question takes at least a full round to ask and receive answer (long answers are up to the DM as to how long they take). Bear in mind the blood is only fit for questioning for 6 turns after drinking.
- The questions will always be answered truthfully. There will be no deceit, for the Sangrolu is not questioning an intelligent creature. However, information cannot be gained from the blood if the victim didn't know it at the time the blood was taken. Sangrolu can get around the time limitation by keeping the victim's blood in a container for later use. As long as it is kept in liquid form, and is kept pure, it will remain useful for questioning.
Dark Mist: All Sangrolu in their natural forms continuously emit a thick mist from their bodies that trails behind them when they move. The mist is heavier than air, and slowly falls from their bodies and washes across the ground like a ghostly waterfall. The mist eventually dissipates, but it adds a distinct, haunting aura to the creature. The mist is supernatural in origin, and is not affected by wind, or even submersion.
The Sangrolu's trailing mist is far more than a supernatural oddity. The mist is actually a part of the creature's physical form and dark essence. If the Sangrolu remains still and concentrates, it may control the direction of the mist's flow, and may see and hear normally in any location where the mist is present. Sangrolu may extend the mist 10 yards from themselves for every Hit Die they possess, and may create one such "tendril" of mist for every 4 Hit Dice. They may only concentrate their senses on one tendril at a time, however. The mist tendrils move at a rate of 10, and may move across any surface. The mist's nature prevents it from moving through empty air, and it must remain attached to a surface. The surface may be vertical or upside-down, and the mist can move through any space that is not airtight, such as keyholes or window shutters.
Alternate Form: While they cannot transform into animals by innate power (spells are another matter), Sangrolu do possess incredible control over their physical forms. In addition to gaseous form, a Sangrolu can alter its features to appear as any humanoid creature. So great is this control that the Sangrolu can even alter its fingerprints. Sangrolu emit no mist when they have altered their forms. This is useful for disguise, but also hinders ability dependent on the trailing mist, described below. Sangrolu may enter and leave Gaseous Form instantly. If it wins its initiative, it may attack (spell or melee) and take Gaseous Form before the opponent can retaliate.
Blood Strength: the Sangrolu may increase its Strength; 5 points of blood must be spent per point of Strength, per round.
Create Spawn: The final horrid ability of these undead (not counting its spellcasting ability) is Procreation. Sangrolu can create undead in much the same way as normal Vampires. They must drain a victim of all its blood, and then have the victim drink some of the Sangrolu's own blood. Then, the corpse must be kept out of the sunlight for three days and nights, as it transforms. On the third night, the corpse will rise again as a Vampire under the Sangrolu's control.
Sangrolu-born Vampires are different from the normal variety (Vampire rules still apply to them). They are more bestial in nature, and will be called Feral Vampires from here on. Their fangs are longer and sharper than a normal Vampire's, their ears are sharp, and their brows are more pronounced. Their limbs are slightly longer than normal, and more muscular. Feral Vampires are absolutely hairless. Feral Vampires are named such because their every habit reminds one more of an animal or beast than a human or demi-human. In truth, they are as every bit as intelligent as they were in life, but the dark aura of the Sangrolu has changed their nature drastically. Feral Vampires are basically a cross between Vampires and ghouls. They are cannibalistic, seeking not only the blood of the living, but the very flesh and bone of the living as well.
Create Crimson Death: a Sangrolu may actually grant its mist temporary sentience and a piece of its own nether energy. By concentrating and spending a certain amount of blood, a Sangrolu may create one or more Crimson Deaths from its trailing mist. These creatures are independently intelligent, but totally subservient to the Sangrolu. The cost of making these creatures is 5 points of blood for every Hit Die the creature(s) is to have. This energy is transferred from the Sangrolu to the Crimson Death, so if the Death is destroyed, the points are lost. Normally, the blood cost limits the number of Deaths a Sangrolu can make, but no Sangrolu may have more than 10 Deaths in existence at any one time. Each Death takes a full round to manifest, and only one may be created at a time.
A Death may be manifested anywhere that the Sangrolu's trailing mist is present. It may then move about on its own, and may travel any distance from its creator. Curiously, a Death created this way cannot exist if a body of running water, even as small as a brook, lies between it and the Lich.
Except for the changes noted above, the monsters otherwise conform to all statistics given for Crimson Death in the Monstrous Manual, except they may possibly be fewer in HD. The Deaths can transfer all blood that they take from mortals to the Sangrolu that created them. In this manner, Sangrolu may perform "remote feeding." Blood transfer is on a one-for-one basis. When wearing another form (and thus not emitting trailing mist), a Sangrolu cannot create mist tendrils or Crimson Deaths. It can, however, maintain Deaths previously created.
Spawn Master: Any previous Vampire Spawns are wracked with blood-boiling pain as the master transforms into a Sangrolu. Each one must make a Fort Save. Failure indicates the Vampire is not merely freed from the Sangrolu; she is completely destroyed as her blood ignites.
Success indicates a startling change in the Vampire. All Vampire Spawns thus affected will immediately take Gaseous Form, and will converge upon the new Sangrolu. This is not an option; the Vampire will drop whatever it is doing to go to its master. Once there, each gaseous Vampire will mix its form with that of the new Sangrolu's trailing mist. Thus, the bond is strengthened between the Spawns and the master, lending their hit points to the Sangrolu. So, it is quite possible for a Bloodlich with five 8 HD Vampire Spawns to have around 45 extra Hit Dice worth of Hit Points at its disposal (yes, the Sangrolu can use them all at once, even well beyond its own maximum HP total) The Sangrolu just has to be careful not to let his Vampires get staked. Otherwise, in material form, these Vampires conform to "normal" Vampire statistics as given.
From hereafter, the Vampire Spawns serve much the same function as do the Crimson Deaths the Sangrolu may generate from its mist. As the Vampires will, they may leave the Sangrolu's mist and take on their physical forms once again. Or, they may remain in Gaseous Form, but are now Crimson Deaths as opposed to regular gaseous Vampire.
In essence all Vampire Spawns become independent Deaths that the Sangrolu does not have to generate himself, and who may become Vampires at will. Or, they may blend in with the Sangrolu's mist, and even go so far as to lend their hit points to their master, as well as all blood taken during their hunts. Of course, when they leave the Sangrolu's mist, the Lich loses their hit points, as they take those with them. Blood transference can be permanent, though. So, if a Vampire feeds and then merges with the Sangrolu, then the Lich can take the blood the Vampire just drank, and then the Vampire can leave (still hungry).In this way, a Sangrolu may also transfer its own HP to the Vampires, in the case that they are damaged or starving, although this isn't done often.
These Vampires are actually bonded, blood and soul, to the Sangrolu in a sort of necro-symbiotic relationship. As a result, all Vampire Spawns/Crimson Deaths have telepathic communication with each other and the Sangrolu at all times, as well as an empathic bond which allows them to sense each other's pain or stress. However, this relationship has its drawbacks to the Sangrolu as well. If one of these Spawns is destroyed by an outside force, then this may incapacitate the Sangrolu for some time (say, one turn per HD of the Spawn). Also, when a Spawn is destroyed, it takes Gaseous Form and goes back to the Sangrolu, not a coffin. The Spawns don't sleep in coffins anymore; they just merge with the Sangrolu's mist. This means that a destroyed Spawn could very well lead the Sangrolu's enemies straight to him, at the worst possible time (as he's incapacitated right now).
Death State: In the event a Sangrolu is reduced to 0 hit points, its physical form will merge with its trailing mist, to become a Crimson Death. This will not be immediately apparent to any observers, and it will appear only that the destroyed creature vanished into mist. The Crimson Death will then slowly leave the area, acting as much like a cloud as possible, spreading itself out thinly to mimic dissipation. If the DM is kind, she may allow a Spot check (at -5 or more) to notice the mist is not dissipating as it should. As a Death, the Sangrolu must conform to all statistics given as normal for this critter, save its intelligence and memories. It loses all spellcasting ability, salient powers, and other such Vampire, Lich, or Sangrolu abilities. To regain its physical form, the "Sangrolu-Wraith" must find a suitable living body, drain that person dry of blood, and then take over the husk. Having done this, the creature must make a Fort Save, using the host's creature's saving throw. Success means the body now belongs to a new True Sangrolu. Failure indicates that the Sangrolu has inhabited the body, but it was unable to take the strain of possession, and the Sangrolu is now Broken.
For this reason, the Sang-Wraith will try to find the most powerful individual available (i.e., better saves) to possess. The Sang-Wraith does have a rudimentary sense of a creature's hit dice, but only after taking a sample of its blood. This means the Sang-Wraith may have to attack several different individuals before it finds a suitable host. Then, the Sang-Wraith will have to attack this individual to drain its blood. Thus, the Sang-Wraith may have to manipulate matters so that the prospective host is already weakened or damaged when the Sang-Wraith attacks. The monster doesn't need his hit points, just his body and his death-save. If the Sang-Wraith is destroyed before it finds a new host, then the Lich's soul remains in the phylactery (see below; Possession from Phylactery).
After possession, the monster will have whatever hit points the host had at the time of possession, up to the Sangrolu's max. However, time is required to fully adjust to the new host, as its physiology dies and transforms into the complex necrology of a Vampiric Lich. Basically, this adjustment period will be one night per point of difference between the Sangrolu's max hit points and the host's current hit points. During this time, the Sangrolu does not regenerate hit points. It can still consume blood and burn it for various powers, but the cost of this is twice normal, and the max amount of blood spent in a round is still the beast's Con score (equal to its host's Con score, now). If the Sangrolu is Broken, it will decompose at twice the normal rate during the adjustment period, thus it's blood requirement is twice normal. During the adjustment period, the Sangrolu emits no mist, and cannot create Crimson Deaths. When the adjustment period ends, the Sangrolu regains all regular abilities, and has a new face. All physical stats are either the default Vampire scores or the scores of the host. This is the only method a Broken Sangrolu may repair its condition. It may become True if a new host succeeds its Fort save. Thing is, it probably doesn't know that, nor would it unless somebody kicked its ass. This ignorance is the reason Broken Sangrolu don't immediately seek a new body when they enter their sorry condition.
Possession from Phylactery: One more thing you must deal with. If a Broken Sangrolu rots away to 0 hit dice, or if a Sang-Wraith is destroyed before finding a host, then the Sangrolu's soul will exist only in its phylactery. If this occurs, then the world may breathe easy for a while. Only once in a period of up to a century, the phylactery may manifest a Crimson Death to go forth and hunt a new host, as described above. If the Death is destroyed, the phylactery must wait 1d100 years to regain the necessary strength to make another one.
Host Memory Retention: An ugly side ability of a Sangrolu changing hosts is Memory Retention. Again, this must be learned by the Lich from experience...he doesn't automatically know it unless he's read up on Bloodliches. In most worlds, these creatures are so rare that there is liable to be no such information floating around about them.
Memory Retention is the ability to retain the new host's memories, but saving them from the host's blood before it putrefies (similar to the Sangrolu ability to question a victim's blood after taking it).The first time the Sangrolu takes a new body, it must make a Wisdom check at -8. Success means the Sangrolu has retained 1d10% of the host's memories. The Sangrolu gains a fraction of the host's knowledge, class abilities, proficiencies, innate abilities, and other such things. Failing the Wisdom check means all memories of the host were lost, and the Sangrolu is none the wiser.
After this, the Sangrolu may actually attempt to salvage host memory when switching bodies. The Wisdom check is still made at -8 every time, but success indicates a yield of one more d10% of memory than was gained last time. Thus, the second try yields 2d10%, the third 3d10%, and so forth. After ten successes (not ten tries), the Sangrolu will now salvage 10d10% of host memories on a success. All retained memories of each host stay with the Sangrolu forever, even into the next host body, forming a bank of stolen knowledge. Even innate powers or abilities are gained, one innate power per 5% of memory retained. 100%, of course, retains all the abilities. A Sangrolu possessing a Balor on its 10th try could get really disgusting...
With practice, a Sangrolu may actually learn to leave his physical form as a Crimson Death at will, for the purpose of stealing other's memories. This mastery cannot be achieved until at least ten successes of forced Sang-Wraithdom-to-host have been logged. Thus, a Sangrolu who has never been destroyed knows nothing about this ability.
In this way, destroying a Sangrolu's body may actually serve to teach the monster to better use its power? The only way to get rid of these horrors is to empty the phylactery, which, of course, will be very well protected.

In addition of any Vampire weaknesses they may have, a Sangrolu gains those below:

Lead Aversion: Sangrolu do have an aversion to pure lead. Any contact with this metal will do 1d4+2 points of damage to them per round of contact. Non-magical lead weapons will do half damage to them.
Victims Influence: One curious characteristic of the Bloodlich is that if they take the blood of a single, certain type of creature for an extended period, they will begin adopting mental characteristics of that type of creature. This is probably because the Sangrolu's own personality fades over time, and it more readily adopts the mindset and nature inherent in the blood it takes. If a Sangrolu spends a year feeding primarily on the insane, the Lich will start to exhibit signs of mental illness. If it takes the blood of children long enough, the mental age of the Lich will drop. Just after the transformation, a new Sangrolu must spend at least a few years on a certain "diet" before exhibiting this personality adoption, but as the Sangrolu gets older and its own personality fades, this time becomes steadily shorter.

- Broken Sangrolu lose the Domination ability, but gain the Lich fear aura. Sangrolu of both types can drink the blood of living beings (but only the Broken require it).
- Broken Sangrolu must continually replenish their supply because of decay. Broken Sangrolu lose 20 points of blood (as well as two hit dice) to rot per 24-hour period. All Sangrolu may use stolen blood to gain many powers and abilities.
- Broken Sangrolu must spend four points of blood for one hit point of healing.
- Broken Sangrolu require a full round to change to or from Gaseous Form
- Broken Sangrolu will rot away one hit die per round of exposure to direct sunlight.)
-True Sangrolu still regenerate three Hit Points per round (or more, if the age of the Bloodlich as a Vampire dictates), but Broken Sangrolu do not. If one is brought down to zero hit points, it does not take on a Gaseous Form, as it has no coffin to retreat to.

Sangrolu lairs show quite a bit more thought to the environment than those of normal Liches. While "average" Liches desire seclusion, Sangrolu want a ready supply of blood handy.
True Sangrolu lair themselves outside but near large cities. Typically, a True Sangrolu will inhabit a large country estate, a lonely abandoned barn, or any other place near but outside a populated area. They need never actually venture into a city due to their ability to create Crimson Deaths to feed for them, but they try to remain no farther than 10 miles from such places. Broken Sangrolu need blood much more badly than True, and tend to more drastic measures. Broken Sangrolu tend to set up temporary lairs in places of large populations, but that will escape the notice of the world at large. They will typically take over (or lair in) a prison or asylum, a large ship at sea, frontier villages, or sewers of large cities. Sangrolu also tend toward kingdoms or provinces where slavery exists, to easily purchase supplies of blood.

2011-02-02, 12:14 AM

These Vampires are created when a Sangrolu (See the Bloodlich) forces a victim to drink the Lich's blood after completely draining the victim of its own vital fluid. Within the space of three days and nights, the victim will transform into a monstrous creature bent on destruction, but which is totally subservient to the Bloodlich that spawned it. Feral Vampires are by nature more bestial than "normal" Vampires, they do merely drink blood but feast on the flesh and bone of their victims.
Feral Vampires closely resemble ghouls, with long, sharp fangs even more pronounced than on regular Vampires. Ferals have long tongues, wild eyes, sharp brows, chins, and ears, and angular features. Upon transformation, feral Vampires lose all hair from their bodies, and their skin becomes chalky white. Eyes are usually yellow and bloodshot.
These Vampires are restless. Their animalistic nature and burning blood prevents them from sitting still too long, and they pace like caged animals when not allowed to roam and kill. Sangrolu only create these abominations with good reason...they are excellent weapons, but can become hard to control.

Creating a Feral Vampire:
Feral Vampire is an acquired template that can be added to any creature. A Feral Vampire uses all the base creature’s statistics and special abilities except as noted here.

Special Attacks:
All Feral Vampires retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the Vampires HD + the Vampire’s Charisma modifier.

Berserk:Normal Vampires are themselves terrible opponents, but feral Vampires can only be described as demonic in battle. Their jaws can open to an incredible width, and their fingers can extend horrid claws. When entering in combat, a feral Vampire will often fly into a berserk frenzy. The chance of this is 5% cumulative per round of combat, +1% per point of damage inflicted on it. While in the frenzied state, the feral Vampire's eyes become red, its features will become even more bestial, and it will attack with wild abandon, stopping at nothing to rip its foes apart. While berserk, a feral Vampire gains an effective +4 Strength bonus, and also gains +4 to hit and +9 to damage. It also gains either two more claw attacks or one more bite attack, in addition to the normal number, thereby allowing 4 or 5 attacks in any given round. While berserk, the Vampire's movement rate increases to 22, but its dig rate remains the same. Berserk Ferals have a moral of Fearless (20), and they have double their normal amount of hit points. This hit point increase fades when the berserk does, which is when five rounds pass without an opponent in sight.
Feral Bite: In any state, a feral Vampire attacks with its claws and teeth. If both claw attacks hit the same victim, the bite attack gets an extra +2 to hit. If either claw hits a victim, then a FS must be made at -3, or the victim cannot move for 1d8+4 rounds. This time can be extended with subsequent hits. Worse, if a bit attack hits, then the victim is drained of one Constitution point. If a system shock check is failed, this loss is permanent. If made, lost Con comes back at a rate of one point per day. If a victim dies from lost Con, then they may only be resurrected by a Wish.

Special Qualities:
Feral Vampires have a staggering array of powers available to them. All Feral Vampires retain the special qualities they had in life and gain those listed below. They also gain the undead type.

Fast Healing: Ferals retain the normal vampiric abilities of regeneration (3 points per round), Spider Climbing, and taking Gaseous Form.
Blur: They can, however, produce an effect identical to the 2nd Level Wizard spell Blur, and they always use this in combat.
Senses: Feral Vampires have excellent senses. They can track as a ranger with a score of 18, and are only surprised on a 1 in 10 chance. They can also move with perfect silence as a normal Vampire (but not while berserk).
Burrow: These Vampire's powerful limbs and claws allow them to dig quickly through soil and sand. They can also dig through stone, but at a rate of 4. This is used primarily to escape the sun, but can also be used as an ambush tactic.
Deny Coffin: Feral Vampires do not need a coffin to spend the daylight hours. They can dig at a rapid rate, allowing them to sleep anywhere they can dig themselves into the ground. Since they were never buried, they have no need of earth from their graves.
Turn Resistance: Feral Vampires face slightly different weaknesses than their cousins. They are turned not as Vampires, but as Liches. In addition, garlic, running water, and wooden stakes do not pose any threat to them. They can enter private structures without invitation. Although they do not reflect in mirrors, they will not recoil from them.

Feral Vampire gains the weaknesses below:

Lead Aversion: Feral Vampires share the Sangrolu weakness versus pure lead. Just a touch of this metal will do 1d10 points of damage to a feral Vampire and non-magical lead weapons will do full damage to them. The presence of the metal is irritating to these monsters, and the chance for berserk is increased 10% per round if they are within 30 feet of it.
Fire: Open fire is also a threat to a feral Vampire, and they will not approach within 20 feet of it. If fire is forced into them, and they cannot retreat, they will automatically become berserk. Fire does normal damage to them, but it cannot be regenerated. All burning damage must be healed by a feral Vampire at the rate of 1 point per night, and it will always leave horrible scars.
Sterile: It is important to note that feral Vampires are "sterile," that is, they cannot create undead.
No Shadows: Feral Vampires don’t have any shadows or reflections.

Feral Vampires are extremely rare, and 99% of the time they are serving a Bloodlich, since these Liches are the only thing that can create this type of Vampire. If an independent feral is encountered, it will most likely be alone, either escaped from its Sangrolu master (and feverishly on the run), or has been displaced because its master has been destroyed or is otherwise indisposed.
Ferals serve Sangrolu the same way dogs serve humans. They are hunters, warriors, and occasionally guardians. Usually, a Sangrolu will only create these monsters when it needs muscle to destroy an opponent. Feral Vampires are bonded completely with their Sangrolu masters, and usually can do nothing to harm the Lich, nor even run away. On occasion, one feral in hundreds musters up the willpower to break free of the Sangrolu's control and flee. The effort usually drives such creatures hopelessly insane.
It should be noted that Broken Sangrolu are much more likely to create these Vampires, due to their greater need for protection and diversion from hunt that might target them.

2011-02-02, 12:15 AM
Crimson Death

due to the fact it is a WOTC material, i can't post it here. you can found this monster in the MONSTER MANUAL 2 (D&D 3e)

2011-02-02, 12:17 AM
reserved for some other stuff

The Tygre
2011-02-02, 12:43 AM
Two words; ****in' metal. :smallcool: Lookin' forward to seeing this all come together.

2011-02-02, 01:45 PM
Two words; ****in' metal. :smallcool: Lookin' forward to seeing this all come together.

thanks, it is what i felt the 1st time i saw it ^^

Dante & Vergil
2011-02-05, 01:33 AM
How did I miss something like this one the forums? It's awesome by the way!:smallcool:

2011-02-05, 01:44 AM
better late than never :smallwink:

2013-07-20, 04:12 AM
Sangrolu + Demilich? oes anyone know if that would work? And if so, how good would it be?

2013-07-20, 06:05 AM
From the looks of it, it appear that umbrapolaris has ceased all work on this project. Looking it over, it has plenty of potential and can be quite a threat against any adventuring band :smallamused:

Tragic... If no one else adopts this, I might work on it myself.

2013-08-05, 07:57 AM
I'm updating this for 3.5 as I type. Some of the abilities don't quite fit the fluff, and there are some that I feel that it should have but doesn't, so I'm changing it as appropriate. It's an epic-level template, so each CR should bring a considerable amount of power. CR +8 is right, or even perhaps a little much.

2013-08-07, 05:56 AM
Looking forward to seeing the completed Template.


2013-08-07, 06:09 AM
I'm updating this for 3.5 as I type. Some of the abilities don't quite fit the fluff, and there are some that I feel that it should have but doesn't, so I'm changing it as appropriate. It's an epic-level template, so each CR should bring a considerable amount of power. CR +8 is right, or even perhaps a little much.

That is the same LA as the Demilich... COINCIDENCE!? Yeah, probably :smalltongue:

2013-08-10, 05:42 AM
Just noticed the paralyzing drain for the bloodlich has a Fortitude save but the ability it is based on is missing. Ditto for Dark Blood.

Damage Reduction 10/+2 should be updated to the 3.5 version as Damage Reduction 10/magic.

Some designators are missing. All special abilities should have a designator Su, Sp or Ex.

Alternate Form should be able to be taken as swift action not as "instantly." It should be a supernatural ability.


2013-08-11, 02:14 AM
I am working on an update to this template for v3.5. It's well into epic and has abilities to match (including near-invulnerability to everything). If When I get it done I'll post a link here. It's not meant to be the be-all-end-all but just my take on it. I have now finished my (somewhat tweaked) take on this. Here (http://www.giantitp.com/forums/showthread.php?t=297377)is the thread.

2013-08-11, 03:43 AM
Wow, I remember this one. From the Realms of Evil days. I think I have a doc of that stuff still kicking around my hard drive somewhere. I'm pretty sure Shawn updated it to 3.x on his own.