Armor Class: 2
Hit Dice: 7**
Move: 120’ (40’)
Fighting Capability: +8
Saving Throw: 10
Damage: 2d10 energy drain
Dungeon Encounter: 1d4
Wilderness Encounter: 1d6
Morale: 11
Alignment: Chaotic
XP Value: 810

There are three ranks of vampire-kind: the wampyr, the varcolac, and the nosferatu.

All vampires have the usual qualities of undead: they are immune to sleep, charm, and hold, vulnerable to turning, and −2 to save against fire but +2 to save against cold. Vampires are corporeal undead, so they are not affected by bind spirits; they are also immune to normal weapons, although silver weapons deal half damage to a vampire, and elfsteel weapons and better deal normal damage.

Vampires have numerous weaknesses. They recoil from holy symbols, the smell of garlic, and the sight of mirrors (into which a vampire casts no reflection). A vampire cannot cross running water or survive much exposure to sunlight. A vampire must have at least one coffin somewhere, which is in contact with some dirt from its homeland; the vampire must spend the daytime resting in its coffin.

A vampire can be destroyed at once by a wooden stake through the heart and beheading; or by having all of its coffins blessed or burned, which will slowly weaken the vampire over time.

Vampires are hugely strong. They regenerate 3 hit points per round if damaged. Their touch or bite causes 2d10 points of energy drain, and anyone whose maximum hp are drained down to 0 by a vampire will rise again as a vampire (or other, lesser undead) in thrall to their slayer. In combat, a vampire can attack, it can gaze (which acts as charm person with a −2 penalty on the saving throw), or it can summon “children of the night” (see below).

Wampyr: The weakest and commonest sort of vampire, wampyrs can summon 10d10 normal bats or 3d6 giant bats. Additionally, a wampyr has the power to shape change itself into a giant bat at will. A mortal slain by a wampyr rises again as a ghoul.


The Shade Isle Campaign jhiggins327 jhiggins327