Kender Vampires are terrible unnatural creatures from the dark domain of Ravenloft.
Kender Vampires look generally like kender upon first glance. They a short, have pointed ears and slanted eyes. They are surrounded by pouches and carry a hoopak. Upon closer examination however it's painfully obvious that these creatures are undead. Their skins is grey and stretched taunt across their skeleton like a mummy. Their mouths are forced into a death grimace with long sharp fangs and their bony fingers have long curved nails. They only speak in hissing whispers as it pains them to talk.
Kender Vampires are creatures created by Lord Soth while he was in Ravenloft. They were used to torture the elves living in his domain. Each kender vampire is tied to their coffin, denied the ability to take advantage of their wanderlust. If they are unable to return to their coffin once a day they will cease to exist.
Kender vampires sneak up on unwary opponents before attacking. Once they do, they use their hoopak until the battle gets heated, then they use their claws. If the battle turn against them they will try to escape by shifting into poltergeist form and returning to their coffin.
Undead: Undead are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also works on objects). They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed.
Howl (Su): Once per hour a Vampire Kender can throw back it's head and release a hideous laugh. Anyone 20 yards of the kender must make a Will save (DC 13) or be affected as if they had looked upon a symbol of insanity
Energy Drain(Su): Anyone struck by the claws of a kender vampire must make a save Fortitude save (DC 14). A failed result means the victim is paralyzed for one round and loses one point from their intelligence and wisdom scores for the next 3 hours.
Weapon Destruction (Su): Any non-magical weapon that touches a Kender Vampire immediately disintegrates. Magical items must make a Will save (DC 20) or be dissolved. Kender Vampires only take damage from magical weapons of +1 or greater.
Turn Susceptibility (Ex): Because Kender Vampires loathe their existence they only turn as wraiths.
Regeneration (Ex): Kender Vampires gain 2 hit points per combat round due to their unique physiology.
Alternate Form (Ex): When the Kender Vampire is brought to 0 hit points or if it chooses to, it can change itself into a poltergeist. While in this form it has all the characteristics, strengths, and weaknesses of a common poltergeist. If the kender's body is slain and the poltergeist is unable to return to its coffin within 12 turns it dies.
Damage from Holy Water and Holy Symbols: Holy water causes 1d4 points of damage to Kender Vampire. A holy symbol pressed against their skin causes the same amount of damage and forces the Kender Vampire to make a morale check or be forced to flee.
Kender Vampires are created in the land of Sithicus. They do not have any families or societies.
This creature has not yet been play tested.
This is a kender type creature.