ODD Vampire

Mystara Compendium Miscellanea

Vampires… ’nuff said. This was the old school, will TPK your non-magic weapon having adventurers vampire common to original D&D adventures. You know the one, the type that made them tone energy drains back for 3rd Edition. I personally toned this entry back, as it won’t automatically transform into mist and flee when destroyed, doesn’t regenerate constantly and automatic penetrating damage isn’t as debilitating as OD&D level drains. Regardless, this monster is dangerous and can be scary when used properly.

Vampire Grade B

Undead Humanoid
Defense 14, AR 0, Enchanted
Immunities Mental, Poison, Charm, Sleep
Vulnerabilities Fire +1d6, Silver, Sunlight 3d6
Health 55, Speed 13, Wall Crawler
Senses Dark Vision ∞ (-1 in light)
+3 Communication (Persuasion)
+4 Constitution (Stamina)
+2 Cunning
+3 Dexterity (Brawling)
+2 Magic
+2 Perception
+4 Strength
+4 Willpower (Morale)
Melee Fist +5 (1d6+4*)
Favored Stunts: Lightning Attack and Skirmish.
Weapon Groups: Brawling
Powers
Blood Drinking: Whenever the vampire succeeds with a grapple it may bite as a free action, dealing 1d6+3 damage. The vampire gains Health equal to the damage done.
Gaze Attack [Charm]: As Charm Being spell [Willpower (Self-Discipline) test: TN 12].
Enervating Touch [Necrotic]: A vampire deals 3 penetrating damage on touch.
Shape Changing (Mist Form, Giant Bat, Dire Wolf): A vampire can use an Activate action to transform. While transformed it cannot use Gaze Attack or any Spells.
01. Mist Form: Ignores physical damage, fly at Speed, pass through barriers.
02.  Giant Bat: Fly 20
03. Dire Wolf: 1d6+4 Bite attack.
Summoning (Bats, Rats, Wolves): As a Major action a vampire can summon normal beasts. It may only call a single type, but all within 300 yards will come. Animals arrive at their best speed and obey the vampire’s mental commands.
Vampire Weaknesses: Vampires take continual damage from direct sunlight, cannot approach within 3 yards of a brandished holy symbol, although they can attack indirectly, and cannot cross running water except via bridge or while being transported in a vehicle or object. They do not cast reflections, strongly dislike the odor of garlic and must rest for 8 hours in a coffin during daylight hours or suffer a cumulative -1 penalty to all rolls. A vampire resting in a coffin is paralyzed until dusk, unless it takes damage. Lastly, vampires are destroyed if immersed in running water for 2 minutes or a wooden stake is driven through its heart. Anyone attempting to stake a mobile vampire suffers a -3 penalty to hit.

Vampires are the most horrifically powerful of the common undead, and the hardest to discover and purge of anything corporeal, but they have hefty weaknesses, if they can be discovered, which make it manageable for highly trained heroes. Combating a vampire is a daunting task because they are hard to hit, hard to damage, can escape as mist with a moment’s notice and heal damage almost immediately. A vampire heals all damage done to it after resting for one hour.

Vampires retain much of their memories and personality from before being brought back to undeath, but they also become  cruel beings that see living creatures primarily as playthings, food, or entertainment. Only rarely will a vampire spy a humanoid it considered worthy of being its companion. All humanoids slain by a vampire which has drunk its blood become vampires within 3 days of burial unless the corpse is destroyed as a vampire would be (it is staked, immersed in running water until 3 days have passed, etc.) Also, if the head is severed or the body is cremated it will not rise. The vampire can consciously choose not to allow a corpse to rise if they desire.

Vampire Lord Grade A

Undead Humanoid
Defense 16, AR 0, Enchanted
Immunities Mental, Poison, Charm, Sleep
Vulnerabilities Fire +1d6, Silver, Sunlight 3d6
Health 70, Speed 15, Wall Crawler
Senses Dark Vision ∞ (-1 in light)
+5 Communication (Leadership, Seduction)
+4 Constitution (Stamina)
+2 Cunning (Historical Lore)
+5 Dexterity (Brawling, Initiative)
+5 Magic
+2 Perception (Hearing)
+6 Strength (Heavy Blades)
+5 Willpower (Morale)
Melee Fist +7 (1d6+6*)
Favored Stunts: Lightning Attack and Skirmish.
Weapon Groups: Brawling, Heavy Blades
Powers
Blood Drinking: Whenever the vampire succeeds with a grapple it may bite as a free action, dealing 1d6+3 damage. The vampire gains Health equal to the damage done.
Gaze Attack [Charm]: As Charm Being spell [Willpower (Self-Discipline) test: TN 15].
Enervating Touch [Necrotic]: A vampire deals 3 penetrating damage on touch.
Shape Changing (Mist Form, Giant Bat, Dire Wolf): A vampire can use an Activate action to transform. While transformed it cannot use its Gaze Attack or any Spells.
01. Mist Form: Ignores physical damage, fly at Speed, pass through barriers.
02.  Giant Bat: Fly 20
03. Dire Wolf: 1d6+4 Bite attack.
Summoning (Bats, Rats, Wolves): As a Major action a vampire can summon normal beasts. It may only call a single type, but all within 300 yards will come. Animals arrive at their best speed and obey the vampire’s mental commands.
Vampire Weaknesses: Vampires take continual damage from direct sunlight, cannot approach within 3 yards of a brandished holy symbol, although they can attack indirectly, and cannot cross running water except via bridge or while being transported in a vehicle or object. They do not cast reflections, strongly dislike the odor of garlic and must rest for 8 hours in a coffin during daylight hours or suffer a cumulative -1 penalty to all rolls. A vampire resting in a coffin is paralyzed until dusk, unless it takes damage. Lastly, vampires are destroyed if immersed in running water for 2 minutes or a wooden stake is driven through its heart. Anyone attempting to stake a mobile vampire suffers a -3 penalty to hit.

Vampire Lords, or Master Vampires, are the most dangerous variant of the type. Often these creatures were nobility in life, and had far greater skill and experience before succumbing to undeath. Many of these creatures were also spellcasters, and others still have circumvented certain minor vulnerabilities such as the inability to cross running water. For every 100 years the vampire lives it can raise an Ability by 1, gain a Talent, or circumvent a minor vulnerability. If a vampire lives for 500 years or more, it can also lower the damage it takes from Sunlight by 1d6 per round once per 500 years. So, a 1500 year old vampire can walk around in sunlight, although weapons and spells that simulate sunlight still bypass its protections.

Becoming a Vampire

  • Increase Communication by 2, Constitution by 2, Dexterity by 1, Magic by 2, Strength by 3, and Willpower by 2.
  • Gain the Stamina focus for Constitution and the Morale focus for Willpower.
  • Gain the powers, special defenses, and vulnerabilities of a Vampire.
  • Gain Fist attack damage of 1d6.
  • Gain 30 Health.
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About Byron D. Molix

I am an information technology professional in Missouri. I've been an avid fan of fantasy and science fiction novels, comic books, pen and paper role-playing games, computer games and console video games for the last two decades. My dream would be to one day make a comfortable living while having the time to pursue writing (novels, rpgs, etc.) as a full-time hobby.

Posted on February 14, 2015, in AGE, Gaming and tagged , , . Bookmark the permalink. Leave a comment.

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