The Powers of the Realms
Vampires were originally created by the Asurians to corrupt their enemies the Sastrans; however since the Genoicde came into being that has changed. While Saul (The Master Vampire and Progenitor of his species) was originally made by Kratine, the Asurian God-King, he has since been blessed by the gods to become the new Progenitor of the reborn Ancient Race of True Vampires.
It is important to note that True Vampires and Vampires are not the same thing. Normal vampires cannot create childer, but as living creatures can give birth to children known as Dhampirs. In addition to using the baseline Vampire Template, you may also need to add on a specific Bloodline if appropriate. Not all Vampires hail from one of the founding Bloodlines.
CR: Same as the base creature + 3.
Type: The creature’s type changes to vampire. Do not recalculate class Hit Dice, BAB, or saves. This new creature type has all of the advantages and disadvantages of the undead type, except they still technically count as living creatures part of the “natural order”.
Senses: Low Light Vision, Darkvision 60’
Armor Class: Natural Armor + 6
Hit Dice: Previous Racial HD now grant 7 HP. Class HP are unaffected. Vampires use their Cha mod for bonus HP.
Defensive Abilities: Channel Resistance +4, DR 10/magic, Resist Cold/Electricity 10, Fast Healing 5, and True Death. A vampire will not die unless killed by their True Death. Reducing a vampire’s HP to 0 or lower incapacitates it but doesn’t destroy it.
True Death: Staking a vampire in the heart while at 0 HP or less (full round action) and/or decapitating them is the only way to kill a vampire.
Weaknesses: Vampires cannot enter a private home or dwelling unless invited in by someone who lives there. Vampires also have no reflection of any kind. This includes reflections in mirrors/water, shadows, and their “other selves” in alternative planes of existence such as the Dream World and the Astral Plane, etc… Normal Vampires cannot create children. Vampires are also tied to their birth place and must sleep on the earth from there. Failure to do so within 1 day results in being Fatigued. 2 days or more results in being Exhausted. This may not be removed until the Vampire has slept upon the earth of their birth place.
Melee: Vampires may make Slam attacks in place of their normal attacks. Damage is based upon the creature’s size. Its natural weapons are treated as magic weapons.
Special Attacks: Save DC’s are 10 + 1/2 HD + Cha mod.
Blood Drain (Su)
If the vampire establishes or maintains a pin, it drains blood dealing 1d4 Con dmg. The vampire heals 5 HP or gains 5 temporary HP for 1 hour (temp HP value cannot exceed max HP value) each round it drains blood.
By making eye contact, the vampire’s target must make a Will save or be subject to Dominate Person as the spell.
Change Shape (Su)
A vampire can assume the form of a dire bat or wolf, as Beast Shape II.
Spider Climb (Ex)
A vampire can climb sheer surfaces at their full movement.
Ability Scores: Str + 6, Dex + 4, Int + 2, Wis + 2, Cha + 6. Vampires, even though living creatures in the Realms, have no Constitution score.
Skills: Vampires gain a + 8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Toughness as bonus feats.
Lunarium: Created by Aloric Lunarium, they possess powers that control emotions and can see through time and space. They tend to have derangements and can feed off of emotions instead of blood.
Bloodweaver: Created by Syrian Bloodweaver, they posses powers that duplicate the spells of wizards and sorcerors. They have a dependency on magic and can feed from it as well.
Ellisar: Created by Ellisar, taken name of The Fae, they posses inhuman strength and speed beyond their brethren. They feed from blood.