They have following specifications:
Special Attacks: A katane retains all the special attacks of the base creature and also has the following special attacks.
Blood Drain (Ex): Much like its undead progenitor, a katane can drain
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 katane gains 5 temporary hit points.
Charm Person (Sp): A katane can influence a humanoid creature by
locking gazes with it. This functions as a charm person spell (caster
level equals katane's total Hit Dice). The save DC of this ability is
10 + katane's Hit Dice + katane's Charisma bonus. The katane can use
this ability a number of times per day equal to its Charisma bonus (if
any, minimum 1 time per day).
Special Qualities: A katane has all the special qualities of the base creature and those common to all half-undead (see Half-Undead). They also have the following special qualities.
Call of Undeath (Ex): There is a 3% chance per Hit Die that, upon a half-undead's death, it will rise as a full undead creature of its
undead progenitor's kind.
Darkvision (Ex): A half-undead gains darkvision with a range of 60 feet. If the base creature already had darkvision, use the greater
range.
Detection (Ex): Half-undead register as undead creatures for the purposes of spells and effects that detect undead (such as detect
undead). A half-undead counts as half its HD for the purposes of aura
strength.
Fortification (Ex): When a critical hit or sneak attack is scored on the half-undead, there is a 50% chance that the critical hit or
sneak attack is negated, and damage is instead rolled normally. If a
half-undead wears magic armor with any form of the fortification
quality, use the better percentage value.
Immunity to Energy Drain (Ex): A half-undead is immune to energy drain attacks.
Necrotic Life (Ex): Even on a failed save, a half-undead suffers only half damage from spells and effects that deal hit point damage
due to negative energy, such as inflict spells, and with a successful
save, a half-undead suffers no damage.
Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one-fourth of the base creature's normal rate.
Turn Kind (Ex): A half-undead cleric gains a +2 bonus on checks made to turn, rebuke, command, or bolster undead creatures of its
ancestral kind.
Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a half-undead, dealing 1d4 points of damage per direct hit with a flask.
Vulnerability to Turning (Ex): Any turning attempt targeting the half-undead that would turn or rebuke an undead of the half-undead's
HD imposes a -4 penalty on the half-undead's attacks, saves, skill
checks, and ability checks. This effect lasts for 10 rounds or until
the creature that turned or rebuked the half-undead attacks the
half-undead. A turn attempt that would destroy or command an undead of
equivalent Hit Dice instead stuns a half-undead for 2d4 rounds.
Saves: A half-undead creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the
necromancy school.
Blood Hunger (Ex): Katanes are able to survive on normal food, but
nevertheless they hunger for the blood of the living. This hunger
rises every three days and can be fought off with a DC 15 Will save.
Each successful save staves off the hunger for another day. A katane
that fails this save must drain blood from a creature before sunrise
of the next day or take a -1 moral penalty on attacks, checks and
saves; this penalty increases by -1 each additional day the katane
goes without draining blood. Once the katane has dealt 1d4 points of
Constitution damage to a living creature, the penalties disappear and
are not incurred again provided the katane drains blood every three
days.
Damage Reduction (Su): A katane has damage reduction 5/silver.
Immunities (Ex): Katanes are invulnerable to vampires' domination and
suffer none of the weaknesses of their fully undead kin.
Light Sensitivity (Ex): Katanes are dazzled in bright sunlight or
within the radius of a daylight spell.
Resistances (Ex): A katane has resistance to cold 5 and electricity 5.
Sense Vampires (Su): A katane can sense the presence of other katanes,
vampires, vampire spawn, and any other form of undead that feeds on
living blood within 200 feet. This ability only allows the katane to
determine the presence of such a creature in the area, not the number
or power of such creatures, and the ability cannot be used to aid in
blind-fighting or to pinpoint a target.
Spider Climb (Ex): A katane can climb sheer surfaces as though with a
spider climb spell.
Abilities: Change from the base creature as follows: Str +2, Dex +2,
Cha +2.
Skills: Katanes have a +4 racial bonus on Bluff. Hide, Listen, Move
Silently, and Spot checks.
Feats: Katanes gain Improved Initiative as a bonus feat.
Environment: Same as base creature.
Organization: Solitary, gang (2-4 normal base creatures and 1 katane;
or 2-4 vampires and 1 katane), or party (2-8 normal base creatures and
2-4 katanes; or 2-8 vampires and 2-4 katanes).
Challenge Rating: Same as the base creatures +1.
Alignment: Often chaotic evil.
Level Adjustment: Same as the base creature +4.
#Half vampire(template)#
from Libris Mortis p. 106
In rare circumstances, a vampire that has recently consumed a
significant quantity of blood gains the ability to breed successfully
with living humanoids or monstrous humanoids, creating half-vampire
offspring. Also, in the unusual case of a pregnant humanoid or
monstrous humanoid who survives a vampire's blood drain attack, the
child may be born "tainted" by the attacker's vampirism. Regardless of
the origin, the children produced by such events are typically branded
as outcasts, welcome neither among the living or the undead. A
half-vampire is drawn to other living creatures, and feels far more
comfortable when living in towns or cities. Still, half-vampires know
that they must keep their identities secret or else risk the hatred
and violence of others.
Half-vampires are often physically attractive and persuasive. Their
skin is pale, even ashen in color.
Unlike their undead forebears, half-vampires enjoy the freedom (or
curse) of pursuing any alignment, though most tend toward neutrality
or evil. Those rare few good-aligned half-vampires often feel haunted
by their heritage, sometimes working to undo the evil of their
ancestry.
They have following specifications:
Armor Class: A half-vampire's natural armor bonus improves by 2.
Attack: A half-vampire retains all the attacks of the base creature
and also gains a slam attack if it didn't already have one. If the
base creature can use weapons, the half-vampire retains this ability.
A creature with natural weapons retains those natural weapons. A
half-vampire fighting without weapons uses either its slam attack or
its primary natural weapon (if it has one). A half-vampire armed with
a weapon uses its slam or a weapon, as it desires. A half-vampire's
natural weapons are treated as magic weapons for the purpose of
overcoming damage reduction.
Full Attack: A half-vampire fighting without weapons uses either its
slam attack (see above) or its natural weapons (if it has one). If
armed with a weapon, it usually uses the weapon as its primary attack
along with a slam or other natural weapon as a natural secondary
attack.
Damage: A half-vampire has a slam attack. If the base creature does
not have this attack form, use the appropriate damage value from the
table below according to the half-vampire's size. Creatures that have
other kinds of natural weapons retain their old damage values or use
the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A half-vampire retains all the special attacks of the
base creature and gains one of those described below. Saves have a DC
of to + 1/2 half-vampire's HD + half-vampire's Cha modifier unless
otherwise noted.
Blood Drain (Ex): Some half-vampires can suck blood from a living
victim with their fangs by making a successful grapple check. If the
half-vampire pins the foe, it drains blood, dealing 1d4 points of
Constitution drain each round the pin is maintained. A half-vampire
can't drain more points of Constitution in a single hour than its
Constitution score. When a half-vampire drains a victim's
Constitution, it gains 5 temporary hit points, no matter how many
points it drains. Temporary hit points gained in this way last for up
to 1 hour. If a half-vampire has this ability, it also gains the blood
dependency special quality described below.
Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous
humanoid opponents just by looking into their eyes. This is similar to
a gaze attack, except that the half-vampire must use a standard
action, and those merely looking at the half-vampire are not affected.
Anyone the half-vampire targets must make a successful Will save or
fall under the half-vampire's influence as though affected by a charm
monster spell (caster level equal to HD). Any creature that
successfully saves against a half-vampire's charm gaze cannot be
affected by that half-vampire's charm gaze for 24 hours. The ability
has a range of 30 feet.
Children of the Night (Su): Some half-vampires can command the lesser
creatures of the world. Once per day, a half-vampire that has this
special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a
pack of 1d6 wolves as a standard action. (If the base creature is not
terrestrial, this ability might summon other creatures of equivalent
power.) These creatures arrive in 2d6 rounds and serve the
half-vampire for up to 1 hour.
Special Qualities: A half-vampire retains all the special qualities of
the base creature and also gains those described below.
Blood Dependency (Ex): If a half-vampire does not use its blood drain
special attack against at least one living creature each day, it must
make a DC 15 Fortitude save or become fatigued. Each day after the
first that the half-vampire does not drink blood directly from a
living creature, the DC increases by 1 until it fails the save and
becomes fatigued. After that, it must make a DC 20 Fortitude save each
week (with the DC increasing by 1 each week thereafter) that it does
not use its blood drain or become exhausted.
The fatigue or exhaustion caused by blood dependency cannot be
eliminated by rest (though magic can offset the condition until the
vampire fails another save). Using its blood drain ability eliminates
a half-vampire's fatigue immediately, or reduces exhaustion to
fatigue.
Only half-vampires with the blood drain special attack (see above)
gain this special quality.
Damage Reduction (Su): A half-vampire has damage reduction 5/silver or
magic.
Fast Healing (Ex): A half-vampire heals 1 point of damage each round
so long as it has at least 1 hit point but less than half its full
normal hit points. As long as the vampire has more than half its full
normal hit points, its fast healing does not function (but other forms
of healing still function normally).
Resistances (Ex): A half-vampire has resistance to cold 5 and
electricity 5.
Abilities: Increase from the base creature as follows: Str +2, Dex +2,
Cha +2.
Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen,
Move Silently, and Spot checks. Otherwise, same as the base creature.
Feats: A half-vampire gains Improved Initiative, if the base creature
doesn't already have that feat.
Environment: Any, usually same as base creature.
Organization: Solitary.
Challenge Rating: Same as the base creature +1
Level Adjustment: Same as the base creature +2