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Re: Pathfinder in the Mists

Posted: Wed May 22, 2013 2:40 am
by Ryan Naylor
Dreams and Nightmares

Within the misted lands of Ravenloft lurks another, even stranger, land, a microcosm to the Land of the Mists in the same way that Ravenloft is a microcosm of other worlds. This land of madness and fear is known as the Nightmare Lands. As dusk falls over the other domains, the Nightmare Lands begin stretching their own dark tendrils into the sleeping minds of others, feeding on their fears and nurturing the seeds of madness.

For whatever reason, some brave or unlucky souls are drawn into the Nightmare Lands again and again until they can defeat the vile forces that attack them night after night. The first step in this process is to master the art of lucid dreaming.

Lucid dreaming, via making successful Wisdom checks, allows a mortal to gain some control over the dreamscape. The first check must always be to realise the character is dreaming. In most cases, a dreamer must be taught by someone who has already mastered the skill before they can begin lucid dreaming. This requires intimate tutelage over the course of a week to a month.

Lucid dreaming is typically a standard action that provokes an attack of opportunity. Multiple lucid dreamers may work together with the Aid Another action.

Task DC
Realise you’re dreaming (free action) 15 (-1 per success on previous nights, to a minimum of 5)
Wake up (free action) 10
Change one aspect of your dreamscape (standard action) 15
Change one aspect of another’s dreamscape (standard action) 20
Change your personal appearance (standard action) 20
Leave a dreamscape for another (full round action) 15
Leave a dreamscape for the Terrain Between (full round action) 25
Wake up outside a dreamscape (standard action) 20

These DCs are for normal dreams and nightmares. In dreamscapes that are the favourites of the Nightmare Court, and are overseen by ennui dream spawn or Court members themselves, the DCs increase by half the hit dice of the dreamscape’s overseer + the overseer’s Wisdom bonus.

Entering another’s dream requires the character to physically travel to the Nightmare Lands through the Mists, or enter a dream magically using a dream walk spell cast over a sleeping person. Characters who take damage while lucid dreaming must make a Fortitude save (DC 10 + ½ overseer’s hit dice + overseer’s Wisdom modifier) or suffer 1 point of Wisdom damage per hit dice of damage suffered (i.e a wizard suffers 1 point per 6 points of damage, while a fighter suffers 1 per 10). Those killed while lucid dreaming must also make a Madness save (with the penalties caused by the damage that killed them). If the character’s body is killed while dream travelling, their spirit remains trapped in the Nightmare Lands.

If a character is suffering nightmares due to the influence of the Nightmare Court, it is up to the dream’s overseer to determine when to punish them and when to let them rest. Most wish to feed off a dreamscape for as long as possible, so they tend not to drive their victims to death.

Re: Pathfinder in the Mists

Posted: Wed May 22, 2013 3:52 pm
by Mortavius
Ryan Naylor wrote:Magic in the Mists
The Semblance of Reason
As noted above, the supernatural has little overt role in the lives of most of those living in the Land of the Mists.

Users of divine magic, for example, should not obviously cast spells. That is, while a priest may stop in combat to bless a companion or pray for protection, the prayer is not answered by a glowing aura over said companion or the appearance of an enormous fiery shield. Wherever possible, minimise the visual effects of these spells. They have full effect in terms of the game mechanics, but are able to be passed off as coincidence by Doubting Thomases in the world itself. It should be emphasised though that characters who are affected by magic (especially those who pass their saves) are aware of what’s happened.

Similarly, the effect of magical weapons with properties such as flaming, brilliant or related powers should be downplayed. Instead of a visual corona of flames, the sword might project an aura of unnaturalness that warns opponents to stay clear, and invisible flames do fire damage to those struck by it, but from a distance, all but the most powerful or corrupt magical items are not obviously supernaturally empowered.

To help the GM mediate these effects, it is important to emphasise that hit points are just as much luck as physical toughness. A prayer for healing is much more believably ambiguous if the GM presents it as discovering that wounds weren’t as bad as first thought, or returning someone to consciousness by slapping their cheek and praying for mercy, rather than describing wounds closing and people rising from near-fatal injuries. In a similar vein, it is easier to conceal the alignment and nature of opponents from effects like Alignment Channel if you imagine the effect is, in essence, making their luck run out, rather than damaging them. In this mould, a lack of hit points means it is more likely that a fatal blow will be struck, not that a holy word or similar is actually physically damaging.
Personally, I would make this an optional setup for those DMs who want to run a game with a lower magic presence. This really reminds me of Gothic Earth, and it works there, but the supernatural has a more overt place in Ravenloft. Spellcasters, while not necessarily common, are certainly not unheard of. The people of Darkon know their king is a powerful wizard, for example. People fear dark magic, but they also expect to see it's effects when it's used.

The setting itself shifted over the years from Gothic Horror to Fantasy Horror., incorporating things like magic more openly. This didn't really change the way people reacted to spells; just the way they were presented in the setting.

Again, not a bad rule, just something I would put as more of an option, rather than a default standard.

Re: Pathfinder in the Mists

Posted: Wed May 22, 2013 5:02 pm
by Zilfer
I like the fluff reasoning of HP, but the magic i like actually being flashy. Though again just because a priest is using magic doesn't mean people don't believe in it or are afraid of it. Take for example myself if priests among current day churches were suddenly able to do glowing auras I would question whether the power was beneign.

I would seriously doubt it came from god because I'm usually skeptical and play devil's advocate first.... <.<

Re: Pathfinder in the Mists

Posted: Wed May 22, 2013 7:40 pm
by Ryan Naylor
Well, I will remind you that I was writing for my own satisfaction, with no real intention of ever releasing my rules set. And it's in no way official, so basically everything is optional.

However, I do take your point :)

Thanks to you both.

Re: Pathfinder in the Mists

Posted: Wed May 22, 2013 7:52 pm
by Zilfer
Yeah I am in no way criticizing you. Hell I doubt I could ever see the work of others as lesser than my notice. Just wanted to give my feeling so you knew that viewpoint was out there and maybe who knows I might inspire something or another.

You are in my celebrity list of awesome for working on a Ravenloft product. Just wished I could though I would have been waaaay to young at the time. XD

Re: Pathfinder in the Mists

Posted: Wed May 22, 2013 8:35 pm
by Ryan Naylor
I was 17 when I was first published, so don't let age be any barrier to industry, young children.

Re: Pathfinder in the Mists

Posted: Thu May 23, 2013 1:09 am
by Zilfer
That's really encouraging :D

Thanks for words of wisdom.

Re: Pathfinder in the Mists

Posted: Thu May 23, 2013 1:31 am
by Ryan Naylor
Well, hardly wisdom. But good luck anyway!

Re: Pathfinder in the Mists

Posted: Fri May 24, 2013 11:34 am
by Zilfer
I think doing what your doing despite the kind of frivolous way younger people are looked at, and getting published is great. It takes it's own kind of wisdom to ignore the notions that are laid in most people's head that they can't do something. xD

Re: Pathfinder in the Mists

Posted: Sat May 25, 2013 6:36 am
by Ryan Naylor
No one has anything to add on the spells or the nightmare rules?

Re: Pathfinder in the Mists

Posted: Sat May 25, 2013 8:55 am
by Nemesio
I like em Ryan. Short and sweet. I don't know how elaborate dream rules have to be really. I'd rather dreams be fluid and totally in the control of the DM (possibly even with a dash of feedback from the Players to flavor their characters' particular dreams). I do think that the PCs need to have some options though. They should feel like they have some amount of control, otherwise they might not enjoy the dream experience as much as normal play. I think you have provided these rules nicely. Thank you again for sharing! :)

Re: Pathfinder in the Mists

Posted: Wed May 29, 2013 2:33 am
by Ryan Naylor
Before we get into this, I'd just like to apologise for all the tables whose formatting will fail to make the transition.

Also, it's probably going to be very repetitive.

Thank you.

Re: Pathfinder in the Mists

Posted: Wed May 29, 2013 2:36 am
by Ryan Naylor
Vampires

Vampires are the lords of the night. Although many different strains and sub-strains exist, they are all united by several traits: they must subsist on the blood or life energy of the living to survive; they typically show mastery over particular species of animals, able to command them or assume their forms; they can affect the minds of the living; they grow more powerful over the centuries; and, most horribly, they can convert their victims into undead monstrosities like themselves.

Barovian Vampires

Barovian vampires are undead humanoid creatures that feed on the blood and life energy of the living. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.
These vampires are the most common and well known in the Land of the Mists, having swarmed forth from Barovia in the centuries since that benighted land was first drawn into the demiplane.

The Barovian Vampire Template
Creating a Barovian Vampire
“Barovian vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most Barovian vampires were once humanoids, fey, or monstrous humanoids. A Barovian vampire uses the base creature’s stats and abilities except as noted here.

Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 10/magic and silver 5 +4 +6 +2
100-199 Mature +10 10/magic and silver 5 +4 +6 +2
200-299 Old +10 10/magic and silver 6 +5 +7 +3
300-499 Ancient +20 15/magic and silver 6 +6 +7 +3
500-999 Eminent +20 15/magic and silver 8 +7 +8 +4
1000+ Patriarch +30 15/magic and silver 10 +8 +8 +5

CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A Barovian vampire gains darkvision 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Barovian vampires use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A Barovian vampire gains resistance to cold 10 and electricity 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, a Barovian vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a Barovian vampire forced into gaseous form has no effect. Once at rest, the Barovian vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Barovian vampires cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the Barovian vampire—they merely keep it at bay. A recoiling Barovian vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a Barovian vampire at bay takes a standard action. After 1 round, a Barovian vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Barovian vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a Barovian vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay Barovian vampires. Exposing any Barovian vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a Barovian vampire equal to one third of its maximum hit points—a Barovian vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless Barovian vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Speed: See table above. If the base creature has a swim speed, the Barovian vampire is not unduly harmed by running water.
Melee: A Barovian vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the Barovian vampire’s size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A Barovian vampire gains several special attacks. Save DCs are equal to 10 + 1/2 Barovian vampire’s HD + Barovian vampire’s Cha modifier unless otherwise noted.
Blood Drain (Su): A Barovian vampire can suck blood from a grappled opponent; if the Barovian vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The Barovian vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a Barovian vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the Barovian vampire for up to 1 hour.
Create Spawn (Su): A Barovian vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the Barovian vampire’s base creature type. The victim rises from death as a Barovian vampire in 1d4 days. This Barovian vampire is under the command of the Barovian vampire that created it, and remains enslaved until its master’s destruction. A Barovian vampire may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A Barovian vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a Barovian vampire or Barovian vampire spawn cannot be enslaved again.
Dominate (Su): A Barovian vampire can crush a humanoid opponent’s will as a standard action. Anyone the Barovian vampire targets must succeed on a Will save or fall instantly under the Barovian vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some Barovian vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a Barovian vampire’s slam (or other natural weapon) gains two negative levels (Fortitude negates). This ability only triggers once per round, regardless of the number of attacks a Barovian vampire makes. The Barovian vampire heals 10 hit points or gains 10 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points).
Special Qualities: A Barovian vampire gains the following.
Change Shape (Su): A Barovian vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a Barovian vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability.
Shadowless (Ex): A Barovian vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A Barovian vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Ability Scores: See below. As an undead creature, a Barovian vampire has no Constitution score.

Category Str Dex Int Wis Cha
Fledgling +6 +4 +2 +2 +4
Mature +6 +6 +2 +4 +4
Old +8 +6 +4 +4 +6
Ancient +8 +8 +4 +6 +6
Eminent +10 +8 +6 +6 +8
Patriarch +12 +10 +8 +8 +10

Skills: Barovian vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Barovian vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

Re: Pathfinder in the Mists

Posted: Wed May 29, 2013 2:37 am
by Ryan Naylor
Goatsucker

A debased form of vampirism exists that affects only goblinoids. These goblin vampires, or “goatsuckers” as they are commonly called, are among the weakest and most pathetic of the vampiric strains. Unlike most vampires, they can subsist off the blood of animals, and are too cowardly to target humans directly—unless their victim is alone or helpless. A goatsucker is grotesquely distorted from its living form; they have translucent skin and gaping mouths like lampreys.

The Goatsucker Template
Creating a Goatsucker
“Goatsucker” is an acquired template that can be added to any living goblinoid with 5 or more Hit Dice (referred to hereafter as the base creature). A goatsucker uses the base creature’s stats and abilities except as noted here.

Age Category Speed DR Fast Healing Channel Resistance Natural AC CR
0-99 Fledgling +0 10/cold iron 5 +2 +4 +1
100-199 Mature +10 10/cold iron 5 +2 +4 +1
200-299 Old +10 10/cold iron and magic 6 +3 +5 +2
300-499 Ancient +20 10/cold iron and magic 6 +4 +5 +2
500-999 Eminent +20 15/cold iron and magic 8 +5 +6 +3
1000+ Patriarch +30 15/cold iron and magic 10 +6 +6 +4

CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A goatsucker’s darkvision increases by 60 ft.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, goatsuckers use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A goatsucker gains resistance to cold 10 and electricity 10, and damage reduction, fast healing and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. If reduced to 0 hit points in combat, a goatsucker assumes swarm form (see below) and attempts to escape. It must reach its grave home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a goatsucker forced into swarm form has no effect. Once at rest, the goatsucker is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Goatsuckers cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from strongly presented holy symbols. These things don’t harm the goatsucker—they merely keep it at bay. A recoiling goatsucker must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a goatsucker at bay takes a standard action. After 1 round, a goatsucker can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Goatsuckers cannot enter any building with doors marked by the Goblin rune for the sun. Goatsuckers are spiritually bound to their graves and can only rest in the dank pit in which they were first buried.
Reducing a goatsucker’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay goatsuckers. Exposing any goatsucker to direct sunlight staggers it and destroys it utterly at the end of one round if it does not escape. Each round of immersion in running water inflicts damage on a goatsucker equal to one third of its maximum hit points—a goatsucker reduced to 0 hit points in this manner is destroyed. Driving 6 iron nails through a helpless goatsucker’s heart instantly slays it (this is a full-round action). However, it returns to life if the nails are removed, unless the heart is cut out and burnt to ash.
Speed: See table above.
Melee: A goatsucker gains a bite attack if the base creature didn’t have one. Damage for the bite depends on the goatsucker’s size. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A goatsucker gains several special attacks. Save DCs are equal to 10 + 1/2 goatsucker’s HD + goatsucker’s Cha modifier unless otherwise noted.
Blood Drain (Su): A goatsucker can suck blood with a bite attack, dealing 1d4 points of Constitution damage. The goatsucker heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a goatsucker can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 spider swarms as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the goatsucker for up to 1 hour.
Create Spawn (Su): A goatsucker can create spawn out of those it slays with blood drain, provided that the slain creature is of the same creature type as the goatsucker’s base creature type and has at least 5 Hit Dice. The victim rises from death as a goatsucker in 1d4 days. This goatsucker is under the command of the goatsucker that created it, and remains enslaved until its master’s destruction. A goatsucker may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A goatsucker may free an enslaved spawn in order to enslave a new spawn, but once freed, a goatsucker cannot be enslaved again. A goatsucker can create full goatsuckers but not goatsucker spawn.
Frighten Animals (Su): The goatsucker has an aura that terrifies animals. Animals become nervous within 300 ft of a goatsucker. Any animal within 30 ft must make a Will save or be affected by a fear spell (CL 7th). Whether or not the save is successful, that creature cannot be affected again by the same goatsucker’s aura for 24 hours. This is a mind-affecting fear affect. As a touch attack, the goatsucker can frighten and enrage animals as though they were affected by both the rage and confusion spells (CL 7th).
Special Qualities: A goatsucker gains the following.
Change Shape (Su): A goatsucker can use change shape to assume the form of a dire bat or worg, as beast shape II.
Shadowless (Ex): A goatsucker casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A goatsucker can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su): As a standard action, a goatsucker can change into a swarm of biting flies (treat as a wasp swarm). The swarm has the same number of hit points as the goatsucker, and any damage done to the swarm affects the goatsucker. While in swarm form, a goatsucker cannot use any of its own special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed in. It also retains all of its usual special qualities. While in swarm form, the goatsucker is still considered to be an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form; retakes its original form as a standard action; or until the next sunrise.
Ability Scores: See below. As an undead creature, a goatsucker has no Constitution score.

Category Str Dex Int Wis Cha
Fledgling +6 +2 +0 +2 +4
Mature +6 +4 +0 +4 +4
Old +8 +4 +2 +4 +6
Ancient +8 +6 +2 +6 +6
Eminent +10 +6 +4 +6 +8
Patriarch +12 +8 +6 +8 +10

Skills: Goatsuckers gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Goatsuckers gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

Re: Pathfinder in the Mists

Posted: Wed May 29, 2013 2:37 am
by Ryan Naylor
Hulzurdan

Dwarves look forward to the afterlife as a final, lasting reward for a long lifetime of service. Undeath is nothing less than a bitter betrayal of this glorious end. Hulzurdan are solitary creatures that shun their own kind, both to shield themselves from the hatred of their living kin and out of shame for their undead state. Hulzurdan have silver or white hair and beards, and their skin feels as cold and hard as stone. They leave a faint trail of grave dust wherever they go.

The Hulzurdan Template
Creating a Hulzurdan
“Hulzurdan” is an acquired template that can be added to any dwarf with 5 or more Hit Dice (referred to hereafter as the base creature). A hulzurdan uses the base creature’s stats and abilities except as noted here.

Age Category Speed DR Fast Healing Channel Resistance SR Natural AC CR
0-99 Fledgling +0 10/magic and silver 1/5 +4 12 +8 +3
100-199 Mature +0 10/magic and silver 1/5 +4 14 +8 +3
200-299 Old +10 15/magic and silver 2/6 +5 16 +9 +4
300-499 Ancient +10 15/magic and silver 2/7 +6 18 +9 +4
500-999 Eminent +20 20/magic and silver 3/8 +7 20 +10 +5
1000+ Patriarch +30 20/magic and silver 3/10 +8 22 +10 +6

CR: See table above.
AL: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A hulzurdan’s darkvision increases by 30 ft and they gain tremorsense 60 ft on stone surfaces.
Armour Class: See table above
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, hulzurdans use their Charisma modifier to determine bonus hit points instead of Constitution).
Defensive Abilities: A hulzurdan gains resistance to cold 10 and electricity 10, and damage reduction, fast healing, spell resistance and channel resistance as shown in the table above, in addition to all of the defensive abilities granted by the undead type. The hulzurdan heals at different rates above ground and below ground. If reduced to 0 hit points in combat, a hulzurdan must attempt to return to its coffin using its stonewalk ability. It must reach its coffin home within 2 hours or be utterly destroyed. Additional damage dealt to a hulzurdan at this point has no effect. Once at rest, the hulzurdan is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes fast healing.
Weaknesses: Hulzurdans cannot cross an unbroken line of metal shavings, even when stone walking. Hulzurdan recoil from mirrors or strongly presented holy symbols. These things don’t harm the hulzurdan—they merely keep it at bay. A recoiling hulzurdan must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a hulzurdan at bay takes a standard action. After 1 round, a hulzurdan can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
A hulzurdan is unable to enter any structure that is not constructed at least in part from stone.
Reducing a hulzurdan’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay hulzurdans. Exposing a hulzurdan to direct sunlight staggers it on the first round of exposure and turns it to stone (as flesh to stone) on the second consecutive round of exposure if it does not escape. A stone to flesh spell can reverse the transformation. Each round of immersion in a natural spring inflicts damage on a hulzurdan equal to one third of its maximum hit points—a hulzurdan reduced to 0 hit points in this manner is destroyed. Driving a piece of natural stone (such as a stalactite) through a helpless hulzurdan’s heart instantly slays it (this is a full-round action). However, it returns to life if the shaft is removed, unless its heart is cut out, soaked in oil for 3 days, and burnt in a dwarven forge.
Speed: See table above.
Melee: A hulzurdan gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the hulzurdan’s size. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A hulzurdan gains several special attacks. Save DCs are equal to 10 + 1/2 hulzurdan’s HD + hulzurdan’s Cha modifier unless otherwise noted.
Blood Drain (Su): A hulzurdan can suck blood from a grappled opponent; if the hulzurdan establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The hulzurdan heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a hulzurdan can call forth 2d8 badgers, 2d6 wolverines or 2d4 thoqqua a standard action. These creatures arrive in 2d6 rounds and serve the hulzurdan for up to 1 hour.
Create Spawn (Su): A hulzurdan can create spawn out of any dwarves it slays with blood drain. To do so, the victim must be interred underground in a stone sarcophagus. The master vampire must visit the corpse and sprinkle it with powdered metals. If this occurs, the victim rises from death as a hulzurdan in 1d4 days. This hulzurdan is under the command of the hulzurdan that created it, and remains enslaved until its master’s destruction. A hulzurdan may have enslaved spawn totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A hulzurdan may free an enslaved spawn in order to enslave a new spawn, but once freed, a hulzurdan or hulzurdan spawn cannot be enslaved again.
Inspire Fear (Su): A hulzurdan can cause fear as a standard action. Any living creature the hulzurdan targets must succeed on a Will save or be panicked, as though by a fear spell (caster level 12th). The ability has a range of 30 feet.
Strength Drain (Su): A creature struck by a hulzurdan’s slam attack suffers 1d4 points of Strength drain (Fortitude negates). The hulzurdan heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) per successful attack.
Special Qualities: A hulzurdan gains the following.
Spell Resistance (Su): A hulzurdan cannot voluntarily lower its spell resistance.
Stonewalk (Su): At will as a standard action, a hulzurdan can merge with solid stone, as a meld with stone spell (CL 12th) except that it can move through the stone with a speed of 20 ft and can remain within the stone indefinitely.
Ability Scores: See below. As an undead creature, a hulzurdan has no Constitution score.

Category Str Dex Int Wis Cha
Fledgling +6 +2 +2 +2 +4
Mature +8 +2 +2 +2 +4
Old +8 +4 +4 +4 +6
Ancient +10 +4 +4 +4 +6
Eminent +10 +6 +6 +6 +8
Patriarch +12 +8 +8 +8 +10

Skills: Hulzurdans gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Hulzurdans gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.