Master Vampire
An ancient, undead creature that survives by drinking the blood of others, and can cast spells with their blood.
Hit Dice | 10d10** (55 hp) |
Armor Class | 20 |
Movement | 40’ |
Attacks | 1 (+8) @ energy drain (touch, 1d6+4) or charming gaze |
Alignment | Chaotic |
Saving Throws | D6 W7 P8 B8 S10 (10) |
Morale | 12 |
XP | 1,250 |
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Typically found in ruins, tombs, and deserted areas.
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Immune to damage from non-magical weapons.
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Regenerates 3 hp at the start of each round until destroyed.
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At 0 hp, changes into cloud of mist and flees to coffin.
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Coffins: Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
- Cannot rest in a blessed coffin.
Bestial Minions
Can summon creatures from the surrounding area.
- Takes 1 round to activate.
- Can summon the following types and quantities of animals:
- 1d10 x 10 rats,
- 5d4 giant rats,
- 1d10 x 10 bats,
- 3d6 giant bats,
- 3d6 wolves, or
- 2d4 dire wolves.
Charming Gaze
Target in sight must Save vs Spells at -2 to resist charm.
- A charmed creature:
- must move towards the vampire (resisting anyone who tries to prevent it),
- must defend the vampire,
- must obey the vampire’s commands (as long as they are understood),
- can’t cast spells or use magic items,
- is unable to harm the vampire.
- Charm breaks when the vampire dies.
Energy Drain
Damage inflicted by this attack reduces the target’s maximum HP.
- A humanoid killed by this ability becomes a vampire in 3 days.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
Shapeshift
Can change into other forms at will.
- Each change takes 1 round.
- Can take humanoid form, or form listed below.
- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
Dire Wolf
Hit Dice | 7** (31 hp) |
Armor Class | 17 |
Movement | 50’ |
Attacks | 1 (+6) @ bite (2d4) |
Saving Throws | D8 W9 P10 B10 S12 (7) |
Morale | 11 |
Giant Bat
Hit Dice | 7** (31 hp) |
Armor Class | 17 |
Movement | 10’ / 60’ flying |
Attacks | 1 (+6) @ bite (1d4) |
Saving Throws | D8 W9 P10 B10 S12 (7) |
Morale | 11 |
Cloud of Mist
Hit Dice | 7** (31 hp) |
Armor Class | 17 |
Movement | 60’ flying |
Attacks | None |
Saving Throws | D8 W9 P10 B10 S12 (7) |
Morale | 11 |
- Immune to all weapons while in this form.
- Unable to attack while in this form.
Undead
- Make no sounds before attacking.
- Immune to poison and other effects that only affect living creatures.
- Immune to mind reading / altering spells and spell-like effects, (ex: charm, fear, hold, sleep).
Weaknesses
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Repelled by odor of garlic, must Save vs Death each round to attack.
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Unable to come within 10’ of a wielded holy symbol.
- May attack wielder from another angle, if possible.
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Unable to cross running water except via a bridge or while carried inside coffin.
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Does not cast a reflection.
- Tends to avoid mirrors.
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Partly blinded by light from Continual Light spell (-4 to attack).
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May be permanently killed by:
- a stake in the heart,
- being immersed in water for 1 turn,
- being reduced to 0 hp without an available coffin nearby.
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Must Save vs Death at the beginning of each round in direct sunlight or lose 2 HD.
- Partly blinded while in sunlight (-4 to attack).
Spellcasting
- Can cast any known spell by shedding blood (1 hp / spell level).
- Carries a spell book (or equivalent) with known spells in it.
Known Spells
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First level:
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Second level:
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Third level:
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Fourth level:
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Fifth level