Vampire of Sand
We’ve all heard the stories, a stake through the heart kills them, garlic keeps them at bay and they rule the creatures of the night with unrivaled power. The normal vampire template covers all of this, taking the classic components from vampire literature and using them in this game. However, it only makes sense that different cultures should develop different types of vampires. A vampire created on a different side of the world, or on a different world altogether, should have different powers and weaknesses. In that spirit, we present to you the Vampire of Sand, a creature of the night designed for a desert campaign.
The first Vampires of Sand were created from old kings and pharos, who were promised continued attention and sustenance after death. They bound themselves to this world, feeding off the offerings of those who came after them, living in pleasure much as they did in life. However, mortals tend to forget the vows of their ancestors, and eternity is a long time to expect loyalty. Eventually, the sacrifices stopped coming, and the old rulers suffered from the loss. Some of them rose again, determined to ease their suffering with the blood of their disloyal followers.
Vampires of Sand must make a pact with a deity of darkness and evil to rise again. As such, Ra, or an equivalent sun god in your setting, has shunned them, and every day tries his best to destroy these foul creatures. As he rises, he looks for the Vampires of Sand, and any that stand within his light are set aflame.
Vampires of Sand are the same as normal vampires, except as follows.
Gaseous Form: The same as normal, except it takes the form of whirling, flying sand instead of gas.
Weaknesses: A wooden stake through the heart does not particularly harm a Vampire of Sand. Mirrors do not keep it at bay, though they still show no reflection, and garlic is not particularly distasteful to them. Instead, a stake made of marble may incapacitate a Vampire of Sand if struck through the heart. Strong spices or incense keep a Vampire of Sand at bay as though they were garlic. Water, which is affiliated with life in the desert, can keep a Vampire of Sand at bay. Vampires of Sand lose half of their hit points per a round if fully submersed in any water, instead of one third. Being touched by water affects a Vampire of Sand as though it were acid, and bypasses its damage reduction, for these creatures of death cannot stand to be in contact with life.
Alternate Form: Instead of the normal forms, Vampires of Sand have several forms more fit for their new environment. They can assume a swarm of locusts, (see swarm rules, or have them take the form of the “Summon Swarm” Spell) a large viper or a swarm of rats.
Abilities: Vampires of Sand get an additional +2 to strength.
