Undead: Vampire (Greater)
Species: Random Race. Type: Vampire(ss). Class: Undead.
Align: Random. Gender: 01-50: Female, 51-00: Male.
Level: 19 + 1-D12. Damage-Points: 6-D8 x level.
Number encountered: 1.
Experience-Points: 120 x level if actually slain. 60 x level is merely defeated. See: "Susceptibilities".
Characteristics:
Awareness: Hearing: 40, Sense of Smell: 40, Sixth Sense: 40, Taste: 40, Touch: 40, Vision: 40,
Charisma -: Appearance: 40, Speech: 40, Constitution: 40, Coordination: 40, Dexterity: 40, Intelligence: 40, Mental-Strength: 40, Strength: 40, Wisdom: 40.
Movement:
Flying: Can't. See: "Special Abilities". Grounded: 18. Swimming: 6.
Luck: 1-D6 per level.
Oxygen-Points: N/A. Does not need oxygen to exist.
Blood-Points: N/A. Does not need blood-points to exist.
Attack descriptions:
Bites: 2 (3 if 32nd level).
Damage: 1-D8 (+1-D8 per level advanced).
Range: 1 space (5')
Attack type: Needle + See: "Vampiric Disease" in the "Special Offenses" section.
Defense: 40 (70 for level 32). Offense: 40 (70 for level 32).
Treasure: %Roll needed to have money and treasure:
02+ for 3-D4 items.
Begin checking for treasure on the Rare chart.
This creature will know and use all items.
Description:
Annihilation Strike?: Yes. Sudden Death Strike?: Yes.
Description: This undead appears as a normal man or woman, which is rather deceiving, for they are creatures of the night, risen from their abodes to feed upon mankind. All appearance aspects of this undead are up to the Game Master.
Dislikes ----- : Sunlight.
Disposition - : The disposition of each vampire is quite different from ane another, just as no two people are the same. While most vampires will socialize among the living, feeding whenever they so choose, some of these undead refuse their hunger, battling their instincts with a conscience burning like fire.
This creature is a hunter of mankind, carefully and cleverly waiting and watching while in the darkness of the night, moving in on a victim when the best chance to succeed presents itself.
Fears -------- : Sunlight.
Habitat ------ : This creature is found in many regions and Settings.
Immunities - : Disease, Fear, Mental-attack, Sickness and Spiritual-attack. See: "Special Defenses".
Life-span --- : Undying (yet can be destroyed).
Likes -------- : Vampires crave blood. Vampires can eat food as normal, and do so to mask themselves within society. They do not detest the taste of food, but crave blood more than the simple foods they used to enjoy.
Needs ------- : None.
Note --------- : None.
Special Abilities:
Transformation:
Bat: The Vampire has the ability to transform itself into a Giant Bat at will in 1 turn (5 seconds).
Wolf:The Vampire has the ability to transform itself into a Common or Large Wolf at will in 1 turn (5 seconds). The 3nd level Vampire can change into a Common, Large, or Giant Wolf.
Vampiric Regeneration: This creature's wounds will heal at a rate of 2-D10 points per turn (4-D10 if level 32).
Special Defenses:
Resistances: Only direct damaging spells, as well as Necromancer spells, can effect this creature (even then, it will have a 40% Magic-Resistance to such spells, and the 3nd will have a 50%). See: "Susceptibilities".
Special Offenses:
Empath: The Vampire will have 1-D2 Empath abilites (+1 per 3 levels advanced). It will automatically have the Charm ability. The Game Master will choose or randomly roll them (this is his or her choice).
Hypnotic Voice: Causes its victim do his or her bidding, whatever it may be (even kill itself). Usually, a Vampire will not ask a creature to kill itself. The prospect for fresh blood would stay such a command under normal circumstances. To avoid being entranced by this creature's hypnotic voice one must successfully pit his or her mental-strength vs. the Vampire and win (race to 3). Only sentient humanoids are susceptible to Hypnotic Voice.
Trepidation: When a Vampire is encountered in its wrath, all creatures must successfully make an avoidance-roll vs. "Fear" or suffer the following penalties for the entire encounter:
50% Movement reduction (rounded down).
-30 Offensive.
-30 Defensive.
Trepidation duration after encounter: A successful avoidance-roll vs. "Mental Attack" will relieve Trepidation, but can only be attempted once (directly after the encounter, and then 1 time per 1-D4 days).
Vampiric Disease: When a Vampire bites for 50%+ damage, it's victim will be infected with Vampiric Disease. If all blood-points are drained (below the victims constitution) death will occur. The survivor of such an attack will become a vampire, or vampiress, as follows:
In the span of 72 hours the following will occur (if infected):
Time frame vs. Vampiric Disease contracted:
1st to 8th hour: No effect detected.
9th to 16th hour: Slight dizzy spells.
17th to 24th hour: Dizzy spells (successfully make an avoidance-roll vs. “Constitution” of faint for 1-D100 turns).
25th to 32nd hour: Detest the sight of daylight. Sun will now give the bitten powerful headaches (1-D10 points of damage to the head per hour while in the sun).
33rd to 40th hour: Skin begins to pale.
41st to 48th hour: Vampiric teeth develop in this time frame. This is very painful.
49th to 56th hour: At night, the bitten feels extremely energized.
57th to 64th hour: Fear the sun. Sun will now damage all areas of the body, causing 2-D20 points of damage per turn in all areas while exposed to sunlight, or even a day with no sunlight (i.e., morning and early evening).
The following characteristics of the victim will lower permanently:
Charisma ----- : 2-D10
Constitution -- : 2-D10
Coordination - : 1-D10
Dexterity ----- : 1-D10
Strength ------- : 1-D10
65th to 72nd hour: All other foods are nothing compared to the taste of blood, animal or human. Blood is bitten’s main diet now. The urge for blood can be resisted if a successful "Mental-Strength Check" is rolled (Mental-Strength = the % chance). This check will allow the now undead vampire to resist the taking of blood for 1-D4 +1 days. Luck can be used to help in this craving, yet will regenerate at a slow 1-D4 points per moon (30 days).
The following characteristics of the victim will raise permanently:
Charisma ----- : 2-D10 +4 ----- (highest of 3 rolls)
Constitution -- : 2-D10 +4 ----- (highest of 2 rolls)
Coordination - : 2-D4 +6 ------- (highest of 2 rolls)
Dexterity ----- : 2-D4 +6 ------- (highest of 2 rolls)
Strength ------ : 2-D4 +6 -------- (highest of 2 rolls)
G.M.: Once a person has become an Undead Vampire, he or she will have the same abilities as
does an Undead Vampire; also the same curse. If a spell-caster is bitten by a Vampire
Bat, an avoidance-roll vs. "Magic" (one chance to succeed) must be successful in order
for the bitten to remain as a spell-caster (any luck used to succeed in this avoidance-roll
will be forever lost). If the roll is failed, the spell-caster will not be able to cast magic
unless cured of this nightmarish curse.
Susceptibilities:
Holy Water: Causes x2 damage on this creature.
Secondary Sunlight: Causes 1-D2 damage to this creature per turn (Examples of secondary sunlight: Predawn, and after sunset, when it is light out, but no actual sun is showing, overcast day when the sun is hidden by the clouds, or being in the shadows during sunlight hours.
Sunlight: Direct sunlight causes 2-D20 damage per turn (as stated in the 57th to 64th hour of infection).
Weapon susceptibility: Non-magical weapons will cause 20% normal damage (10% for level 32).
Rank-1 (or better) magic weapon will cause 50% normal damage (25% for level 32).
Rank-0 (or better) enchanted weapon will slay this creature.
Holy spells and Holy Water will slay this undead.
A Holy weapon will slay this creature, even if it is not magical or enchanted.
Important Note:
If a Vampire is brought down to 0 damage-points by an attack that cannot permenently destroy it, it will fade away into a cloud of mist and disperse. The Vampire will regenerate. When regeneration to full health is complete, it will materialize once again. It will yet exist.