Lord Kryl Shadestalker
Core Ability: The Talent
Non-Lethal Damage: Bruised (0), Dazed (5+), Staggered (10+), Unconscious (15+)
Bluff +11 (0 ranks, +3 Cha, +8 racial bonus), Concentration +14 (12 ranks, +2 Wis), Diplomacy +15 (12 ranks, +3 Cha), Intimidate +15 (12 ranks, +3 Cha), Knowledge (history) +15 (12 ranks, +3 Int), Knowledge (nobility) +15 (12 ranks, +3 Int), Knowledge (supernatural) +15 (12 ranks, +3 Int), Notice +10 (0 ranks, +2 Wis, +8 racial bonus), Perform (Wind Instrument) +15 (12 ranks, +3 Cha), Ride +8 (4 ranks, +4 Dex), Search +11 (0 ranks, +3 Int, +8 racial bonus), Sense Motive +10 (0 ranks, +2 Wis, +8 racial bonus), Stealth +12 (0 ranks, +4 Dex, +8 racial bonus)
Chokehold, Empower, Improved Grab, Improved Initiative, Lightning Reflexes, Powers:9*, Sneak Attack, Widen Power
Common, Abanasinian, Elven, Solamnic
(12 ranks, Int, Save Difficulty 18); Cold Shaping +15, Command Undead +15, Dominate +15, Drain Vitality +15, Elemental Blast +15, Imbue Unlife +15, Second Sight +15, Sleep +15, Suggestion +15
slam +8 attack (+2 damage)
currently none; Wealth: +0
Alternate Form: A vampire can assume the shape of a bat, a rat or wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and Dominate ability, but it gains the natural weapons and attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. This power might allow other animal forms depending on the vampire's native culture or if the base creature is extraterrestrial. Regardless, the animal form is almost always something traditionally associated with instinctive fear or revulsion in most people, and is the vampire's size or no more than two size levels smaller.
Blood Drain: A 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, draining 1 point of Constitution each round the pin is maintained. On each such successful attack, the vampire gains a recovery check with a bonus equal to the Constitution drained.
Children of the Night: Vampires command the lesser creatures of the world and once per day can call forth a rat swarm, a bat swarm or a pack of wolves as a standard action. These creatures arrive within a minute and serve the vampire for up to 1 hour.
Create Spawn: If a vampire kills a victim with blood drain (i.e. reduces the victim's Constitution to –5), the victim returns as a vampire in three days. The spawn vampire retains the memory of its former life, and gains the vampire template.
Damage Reduction: A vampire has damage reduction +4/silver and supernatural. A vampire's natural weapons are treated as supernatural weapons for the purpose of overcoming damage reduction.
Dominate: A vampire receives the Dominate supernatural power as a bonus power. The ability has a range of 30 feet.
Fast Healing: A vampire makes a recovery check from damage each round. If reduced to "dying" condition on the damage track, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin within two hours or be utterly destroyed. (It can travel up to nine miles in two hours.) Any damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It goes to "disabled" on the damage track after an hour then is no longer helpless and resumes healing at the rate of one recovery check per round.
Gaseous Form: As a standard action, a vampire can assume gaseous form at will and can remain gaseous indefinitely. It has a fly speed of 20 feet (perfect) in gaseous form and is immune to physical harm, but it is unable to make attacks or use any of its special abilities.
Immunities: Vampires are immune to cold, poison, sleep, paralysis, stunning, disease and mind-influencing effects (including mindinfluencing powers). They are not subject to critical hits, non-lethal damage, ability damage, ability drain or any effect requiring a Fortitude save, unless it works on inanimate objects.
Resistance: A vampire has +4 resistance to cold and electricity.
Spider Climb: A vampire can climb sheer surfaces at a speed of 20 ft. with no Climb check and no chance of falling.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and do not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm vampires, merely keep them at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol, and cannot touch or make melee attacks against a creature holding the item. Holding a vampire at bay takes a standard action each round.
Vampires are unable to cross running water, but can be carried over it while resting in their coffins or aboard a ship.
They are unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire to "disabled" or worse condition on the damage track incapacitates it but doesn't destroy it (see the note on the vampire's Fast Healing trait). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it; it can take only a single move or standard action and is destroyed utterly the following round if it cannot escape. Similarly, immersing a vampire in running water causes it one level of lethal damage each round until its condition is "disabled" on the damage track, at which time it is destroyed. Driving a wooden stake through a vampire's heart instantly brings it to "disabled" condition on the damage track. However, it can recover if the stake is removed. A popular tactic is to cut off the staked vampire's head and fill its mouth with garlic, or to burn the body or expose it to sunlight, any of which destroys it.
Distinguishing Features and Mannerisms
Despite being nearly a 150 years old, Kryl doesn't look a day over 30 – at least when he is feeding regularly. When he goes without for too long his skin turns pale yellow giving him a jaundiced waxy look and his eyes turn blood red. As long as he is feeding regularly he can pass for a normal human; albeit one a bit pale. Kryl dresses in the finest clothes preferring dark colors. He always accents his clothes with a black cape to signify his allegiance to Nuitari.
Kryl seems a bit backward to people having little knowledge of anything that has transpired since the early days of the War of the Lance. He knows little of recent historical events such as the Chaos War or the War of Souls. His knowledge is useful only for events which occurred before he was staked. He is working to acclimate himself to this new time. Kryl is a very narcissistic person. It's always about Kryl. He is also terribly vengeful, taking insult at the smallest slight. Kry's vengeance often takes the form of an intense obsession to make the offender pay. He is not content to merely punish the offender but holds the offender's entire family line accountable.
Kryl pays lip service to the traditions of the Orders of High Sorcery but doesn't really do anything to promote them. Kryl has flown under the radar so it speak since his rebirth. Nuitari has noticed Kryl but hasn't yet made this knowledge available to his cousins. Currently Nuitari has him in a standby position.
Lord Kryl is a vampiric creature of the night. How he came to be a vampire has been lost to the ages and is not a tale, Kryl ever relates.
Kryl was once a court magician in the house of Lady Ellyth of Tantallon. He and Lady Ellyth's son, Arin were rivals for the attentions of Marissa, the daughter of Lord Marc Aneirin. Kryl attempted to win the hand of Marissa but was undercut by Arin's mother who arranged for her son to wed Marissa. Kryl was outraged. He allowed the powers of jealousy and hate to fester in his heart which made him a perfect vessel for Nuitari.
Nuitari seduced him away from Lunitari with whispered promises offering him the power to claim what should have been his and at the same time revenge himself on those who wronged him. Kryl changed to the black robes and at Nuitari's behest performed the ritual that transformed him into a vampire.
The night before Marissa and Arin were to be wed, Kryl, now a vampire appeared in Marissa's bedchambers and stole her life breath, binding her forever to him. Kryl wasn't content just to claim Marissa though, he intended to slay the one who had betrayed him and Marissa would be the instrument of his vengeance.
The next evening as Arin and Marissa were about to seal their union with rings, Marissa pulled a hidden knife and stabbed Arin in the heart. Marissa wept as she did so but she had no choice, her actions were controlled by Kryl whose laughter echoed in the halls of the cathedral. Adding insult to injury Kryl swooped down and took the ring clutched in Arin's hand – the ring meant to seal his love to Marissa. Howls erupted from those gathered but with supernatural speed, Kryl and his new bride vanished.
Kryl and Marissa retired to Eld Manor. He knew that Marissa despised him. He could see the hate in her eyes every time she looked at him and it pleased him to that he served as an eternal reminder of what she had lost. Despite binding her to him, Marissa never willingly gave herself to him; a fact which galled Kryl. Even presenting her with the ring which Arin was going to give her did nothing to soften her heart. It didn't matter to Kryl that Marissa never returned his love, she was his for eternity; or so he thought.
Kryl was heartbroken when Marissa threw herself willingly on the stake of a vampire hunter. She had found the one means to escape her bondage to Kryl. He kept the ring as a reminder of what he himself had lost and vowed never to love again. He would later lose the ring when it was palmed by the young Tika Waylan in a crowded market place in the town of Dering's Way.
Kryl sent his minions to retrieve the ring and kill the girl. These minions never returned. After nearly a fortnight, Kryl was contemplating taking matters into his own hands when a mage knocked on his door. The mage introduced himself as Waylan the Magnificent and told the vampire lord the ring now belonged to his daughter. Kryl was outraged and demanded it back. Waylan proposed a game of chance to decide ownership. Kryl agreed. The terms of the deal were steep. If Kryl lost he swore to forfeit all rights to the ring and leave Waylan and His daughter alone. If Waylan lost then the ring and the lives of Waylan and Tika would be his.
What is not known to history are the results of the game of chance. Waylan won and Kryl honored the bargain, but later discovered the red robe had cheated. He swore to avenge himself on Waylan.
Kryl tracked down Waylan and lured him to Eld Manor where he would destroy the red robe. At Eld Manor the two engaged in a mage duel that ended with the death of both. Waylan succumbed to wounds suffered in the duel but as a desperate last act he used wind shaping to generate a gust of wind which impaled Kryl the branch of a white oak tree.
Over the years the branch has slowly decayed. Only recently has Kryl returned to unlife to discover that his hated foe is long dead, as is the charlatan's daughter. Kryl has learned that Tika's son and grandchildren yet live. He is planning to take his revenge on them for all the trouble the Waylans have caused him.
This is a True20 Version of Lord Kryl. I like it better than the 3.5 version simply because I could tailor make the character without a bunch of extraneous junk that didn't fit the character.
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