Vampire, Ogre Savage* (CR 4)
AC: 21 (-1 size, +9 natural, +3 armor), touch 9, flat-footed 21
Hit Dice: 4d12+3 (29 hp); DR: 10/magic
Fort +6, Ref +0, Will +1
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +3; Grapple +15
Attack: 2 claws +10 melee or greatclub +11 melee
Damage: Melee 2 claws 1d8+10 plus energy drain or greatclub 2d8+12
Special Attacks/Actions: blood drain, energy drain, zombie spawn, children of the wild
Abilities: Str 27, Dex 10, Con -, Int 6, Wis 10, Cha 11
Special Qualities: Undead traits, Resist acid 10, cold 10, fire 10, +2 turn resistance; wild shape , fast healing 3,
Feats: Alertness, Combat Reflexes, Run, Toughness, Track, Weapon Focus (greatclub),
Skills: Climb +9, Hide +8, Intimidate +8, Listen +12, Move Silently +8, Search +8, Sense Motive +8, Spot +12, and Survival +8
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Treasure/Possessions: Greatclub, hide armor
Blood Drain (Ex): A savage vampire can suck 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 savage vampire gains 5 temporary hit points.
Energy Drain (Su): Living creatures hit by a savage vampires claw attack (or any other natural weapon the vampire might possess) gain one negative level. The DC is 12 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each negative level bestowed, the savage vampire gains 5 temporary hit points.
Zombie Spawn (Su): Any creature slain by a savage vampire's energy drain rises as a zombie 1d4 hours later. Spawn are under the command of the savage vampire that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Children of the Wild (Su): Savage vampires command the rabid, starving creatures of the world and once per day can call forth 1d2 brown bears, 1d4 crocodiles, 1d4 leopards, 1d6+1 rat swarms, 1d4 Large sharks, or a pack of 3d6 hyenas as a standard action. These creatures arrive in 2d6 rounds and serve the savage vampire for up to 1 hour. Creatures will not answer a call that would force them to enter an environment they cannot survive in (thus, sharks will not come to a savage vampire on land).
Wild Shape (Su): This savage vampire can transform into any Large, Medium, Small, or Tiny animal 4 times per day.
Usually uncomplicated combatants, savage vampires know only their craving for blood and do all they can to quell it as swiftly as possible. Charging into battle, a savage vampire relies on its undead resiliency and unnatural strength to overcome prey. Should its victims defend against its initial assault or bring holy magic to bear, it retreats to heal and summon feral animal allies and zombie minions before marshaling another attack. If it is again forced to flee, a savage vampire doggedly pursues its prey, using its wild shape ability to slip into even the best guarded camps and attack from surprise.
Savage vampires are undead consumed by their thirst for blood. Feral and brutish, these vampires stalk the wild reaches of the world like starving animals, gaining power over degenerate scavengers and abandoning their coffins for filthy, darkened holes. Although they often slake their thirst on animals, humanoid hunters and civilized travelers make just as savory meals.
This example uses an ogre as the base creature.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.