Demihuman Vampires

Hand of Vecna

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I'll be posting my conversions of the Drow, Dwarf, Elf, Gnome, and Halfling Vampires here. They were all originally found in the Ravenloft Monstrous Compendium #1, except for the Drow Vampire, which was in the Ravenloft MC #3.
 
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Hand of Vecna

First Post
Drow Vampire

Drow Vampire
(Drow consider vampirism [the Kiss of Lolth ] an honor)

Hit Dice: Increase to d12
Speed: Same as base creature
AC: natural armor improves by +7 (AC 0 in 2nd Ed.)
Attacks: Retains all the attacks of the base creature and gains a slam attack
Damage: Slam 1d6 + Fluid Drain
Special Attacks: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier
Awe Gaze (Su): Similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or stand awestruck before the vampire for 2d4 rounds. Awestruck characters automatically drop anything they are holding, and affected victims will not attack or even approach the drow vampire unless the creature attacks them. The ability has a range of 30 feet.
Fluid Drain (Su): Living creatures hit by a vampire slam attack lose 1d6+1 hits points, and each time the vampire uses this hideous attack, the victim loses 1 hp permanently. Such draining is excruciatingly painful and leaves a small welt where the drow touched the victim’s flesh. Only the heal spell will remove these angry welts that the drow refer to as Lolth’s caress. The drow vampire can absorb any hp it drains from its victims in this manner, although the creature cannot exceed its maximum number of hit points. Any drow brought to 0 hp by this attack becomes a vampire; victims of other races merely die in unendurable agony, sacrifices to Lolth.
Children of the Night (Su): While in giant spider form, a drow vampire can control 10d10 Hit Dice of spiders. The creatures will arrive within 2d10 rounds of summoning. In normal form, drow vampires can command up to 4 driders. Driders worship vampire drow, seeing the monsters as Lolth’s chosen ones.
Special Qualities: retains all the SQ’s of the base creature and those listed below
Drow Traits: Darkvision 120 feet
Spell-like abilities: dancing lights, darkness, detect magic, dispel magic, faerie fire, levitate, and suggestion each 1/day as an 8th-level Wizard.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Damage Reduction (Su): A vampire’s tough undead body possesses DR 15/+1. In poisonous vapor form, it’s DR increases to 25/+3.
Turn Resistance (Ex): A vampire has +6 turn resistance
Resistances (Ex): A vampire has cold and electrical resistance 20
Spell Resistance: Drow vampires have SR 16
Poisonous Vapor Form (Su): this ability is similar to a normal vampire’s gaseous form, save that any creature that breathes in any portion of these vapors must make a Fort save. Failure means the victim takes 2d6 points of damage; those who make the save take only ½ damage. While in this form, the creature has DR 25/+3.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell, at will.
Alternate Form (Su): A drow vampire can assume the shape of a giant spider as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level Sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.
Fast Healing (Ex): A drow vampire heals 5 points of damage each round so long as it has at least 1 hp and it is in absolute darkness. If reduced to 0 hit points or lower, a vampire automatically assumes poisonous vapor form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to 9 miles 2 hours.) Once at rest in its coffin, it rises to 1 hp after 1 hour, then resumes healing at the rate of 5 hp/round.
Saves: Same as base creature
Abilities: Str +6, Dex +4, Int +2, Wis +2, and Cha +4. As undead creatures, vampires have no Con score.
Skills: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Climate/Terrain: Subterranean
Alignment: Always CE

Repelling a Drow Vampire: A vampire drow cannot cross a line of salt (even when in vaporous form). The vampire finds pure salt repugnant and can act only indirectly to break such a barrier. For instance, the vampire might summon spiders to scatter the salt or use its suggestion ability to get someone else to break the line. If there is even the slightest break in the line the vampire drow can cross with impunity.

Slaying a Drow Vampire: Drow vampires are the most adversely affected by light. A vampire drow will almost never emerge onto the surface as even 1 ray of sunlight will instantaneously destroy it. Even moonlight does damage to it, doing 2d4 points of damage per round. The divine spell moonbeam does similar damage. Starlight does not damage the vampire, but the creature is incapable of regenerating while touched by starshine. Magical illumination, such as light or daylight, does 1d4 damage per round the vampire is exposed to such illumination, and cannot regenerate under these conditions. Holy does not affect it, but water drawn directly from a waterfall does 2d6 damage to it. If the creature is held completely within the downpour of a waterfall itself, the vampire will be destroyed when it reaches 0 hit points. Driving a stake of rock salt through a vampire’s heart instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. Only exposing the creature to the rays of the sun, immersing it in the pounding torrent of a waterfall, or binding the corpse with cords woven of silver thread, smearing it with oil, and burning the body for at least 12 hours will ensure the vampire’s destruction.
 
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Hand of Vecna

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Dwarven Vampire

Dwarf Vampire

Hit Dice: Increase to d12
Speed: Same as base creature
AC: natural armor improves by +7
Attacks: Retains all the attacks of the base creature and gains a slam attack
Damage: Slam 1d6 + Vitality Drain
Special Attacks: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier
Dwarven Traits: +1 racial bonus to attack rolls against orcs and goblinoids
Fear Gaze (Su): Similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a fear spell cast by a 12th-level Sorcerer. The ability has a range of 30 feet.
Vitality Drain (Su): Living creatures hit by a dwarf vampire slam attack suffer 2 points of permanent Con drain.
Children of the Earth (Su): Once per day can call forth up to 10d10 Hit Dice of burrowing or subterranean creature as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): Any dwarf killed by the vampire’s Vitality Drain can rise up again as a vampire. The body must be placed in a stone coffin or sarcophagus and then entombed in some subterranean place. The dwarf vampire must then visit the body of its victim on the 3rd night after its burial and sprinkle its body with powdered metals. As soon as this is done, the new vampire is ‘born,’ and is now a slave to its creator.
Special Qualities: retains all the SQ’s of the base creature and those listed below
Dwarven Traits: +2 racial bonus to Will saves against spells and spell-like abilities; +4 dodge bonus against giants; Stonecunning (see PHB or MM); 60 ft. Darkvision
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Damage Reduction (Su): A dwarf vampire’s tough undead body possesses DR 20/+2
Turn Resistance (Ex): A vampire has +4 turn resistance
Resistances (Ex): A vampire has cold and electrical resistance 20
Stonewalking (Su): As a standard action, a dwarf vampire can enter and walk through any thickness of stone or earth as if it were nothing more than air. The vampire can extend the magical aura of this power to allow it to bring any object it can carry with it when it stonewalks. A dwarf vampire affected by a dispel magic spell is unable to stonewalk for 2d4 rounds or until reduced to 0 hp.
Fast Healing (Ex): A dwarf vampire heals 6 points of damage each round when in any subterranean area so long as it has at least 1 hp. Above ground, they heal only 1 hp/round. If reduced to 0 hit points or lower, a vampire automatically uses its stonewalking ability and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to 9 miles 2 hours.) Once at rest in its coffin, it rises to 1 hp after 1 hour, then resumes healing at the rate of 6 hp/round.
Saves: Same as base creature
Abilities: Str +6, Dex +4, Wis +2, Cha +4. As undead creatures, dwarf vampires have no Con score.
Skills: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Climate/Terrain: Any subterranean
Alignment: Always NE

Repelling a Dwarven Vampire: Dwarf vampires cannot cross a line of powdered metal, even if they are stonewalking. Similarly, they recoil from a strongly presented (Good) holy symbol. These things don’t harm the vampire – they merely keep it at bay. Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a structure that is not made in some part of stone or earth. Thus, a home built wholly of logs would offer complete protection from the intrusions of a dwarf vampire, while a mighty stone castle could be entered with ease.

Slaying a Dwarven Vampire: Exposing any vampire to direct sunlight disorients it: it can take only partial actions and is destroyed utterly on the next round if it cannot escape. Dwarven vampires take no damage from holy water, but water of a natural spring burns them for 2d8 points of damage per round. Immersion in a pool of water fed wholly by natural springs utterly destroys the vampire when it reaches 0 hp. Impaling it through the heart on a natural stalactite or stalagmite instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. In order to assure that the creature stays dead, its heart must be cut out, soaked in oil for 3 days, and then set alight. When the last flames of the fire have faded away, so to has the essence of the dwarven vampire.
 

Hand of Vecna

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Elven Vampire

Elf Vampire

Hit Dice: Increase to d12
Speed: Same as base creature
AC: natural armor improves by +5
Attacks: Retains all the attacks of the base creature and gains a slam attack
Damage: Slam 1d6 + Charisma Drain
Special Attacks: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier
Horrific Visage (Su): Those who see the scarred and twisted face of an Elf Vampire must make a Will save or be unable to move until 1d4 rounds after they have lost sight of the vampire. If the saving throw attempt results in a natural die roll of 1, the character is instantly struck dead.
Charisma Drain (Su): Living creatures hit by an elf vampire slam attack suffer 2 points of permanent Cha drain as it draws away the vital, creative energies of its victim. The resulting lack of vibrancy and personal leadership ability is also accompanied by a disfiguring scar that will never leave the body of the victim. A victim of several blows from such a creature may well become so horribly scarred as to be unrecognizable to all but his closest friends.
Children of the Night (Su): Once per day can call forth a pack of 3d6 wolves, a swarm of 5d6 birds of prey, or a pack of 6d6 small mammals like badgers and porcupines as a standard action. These creatures arrive in 1d6 rounds and serve the vampire for up to 1 hour.
Black Thumb (Su): any plant that the creature touches withers and dies. In small plants, like flowers, this effect is instantaneous. In larger plants, like shrubs or hedges, it takes about a day for the plant’s death to become obvious. The largest of plants, trees and such, will take over a week to die, during which time the elf feels the agony they are experiencing. This curse does not travel through clothing, so elf vampires wearing boots do not leave a trail of dead footprints in the grass they walk through. They can also handle flowers if they wear gloves. The intimate relationship that the elf had with living things when he was alive, however, has been shattered, and this is a psychological blow that drives many elf vampires over the brink of madness when they are first created.
Create Spawn (Su): Any elf or half-elf who falls to the essence-draining attack of an elf vampire will rise again as an elf vampire so long as the body is intact after 3 days. The new Vampire (Spawn) is under the command of the vampire that created it and remains enslaved until its master’s death.
Special Qualities: retains all the SQ’s of the base creature and those listed below
Elven Traits: an Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it; Low-light vision
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Damage Reduction (Su): A vampire’s tough undead body possesses DR 15/+1
Turn Resistance (Ex): An elf vampire has only +2 turn resistance
Resistances (Ex): An elf vampire has cold and fire resistance 20
Trackless Step: Elf vampires leave no trail in natural surroundings
Invisibility to Animals: At will, an elf vampire can become invisible to animals. It seldom uses this power, though, for they can command any creature of the forest to obey them.
Tree Stride (Su): As a standard action, an elf vampire can tree stride at will, as the spell cast by a 9th-level Druid. As soon as the vampire uses this power, both of the plants involved are killed.
Spell-Like Abilities: 3/day – entangle, warp wood, snare, spike growth, and antilife shell. 1/day – wall of thorns, sticks to snakes, and giant vermin.
Alternate Form (Su): An elf vampire can assume the shape of a wild eagle as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level Sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.
Fast Healing (Ex): An elf vampire heals 3 points of damage each round so long as it has at least 1 hp. If reduced to 0 hit points or lower, a vampire automatically uses it tree stride ability and attempts to escape. It must reach its coffin home within 2 rounds or be utterly destroyed.
Saves: Same as base creature
Abilities: Str +4, Dex +6, Int +4, and Wis +2. As undead creatures, elf vampires have no Con score. (Str 18/01 [19], Dex 21, Int 18 in 2nd Ed.)
Skills: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Climate/Terrain: Nonarctic forest
Alignment: Always LE

Repelling an Elven Vampire: Elf vampires cannot cross a line of flower petals. The petals must be fairly fresh (plucked from their plants within the last 24 hours) and the line must be unbroken in order for this defense to be effective.

Slaying an Elven Vampire: Sunlight does not harm the elf vampire – in fact, they live their unlives by day and shun the night. As soon as the sun falls behind the horizon, the elf vampire must be in his coffin. Each round that the monster lingers outside after sunset inflicts 1d4 points of damage, ultimately killing the creature. Further, elf vampires can travel beneath the earth’s surface only at great risk to themselves. For each round spent in such a setting, the creature suffers 1d4 points of damage, and the creature cannot regenerate or employ any of its magical abilities when underground. Holy water does no damage to it, but fresh tree sap from any deciduous tree burns it like acid, doing 2d8 points of damage per ‘vial’. Driving a charcoal stake through a vampire’s heart instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and burn it in a fire made of flowers and flowering shrubs. In order to completely destroy the skull and brain (which is vital to the destruction of the vampire) the fire must burn for no less than 24 hours.
 
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Hand of Vecna

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Gnomish Vampire

Gnome Vampire

Hit Dice: Increase to d12
Speed: Same as base creature
AC: natural armor improves by +7
Attacks: Retains all the attacks of the base creature and gains a slam attack
Damage: Slam 1d4 + Arthritic Touch
Special Attacks: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier
Gnome Traits: +1 racial bonus to attack rolls against kobolds an goblinoids
Spells: May cast dancing lights, ghost sound, and prestidigitation, each 1/day
Smile (Su): Once per 10 rounds, a gnome vampire can twist its features into a horrible smile. Those who look upon the gnome at this time must make a Will save or begin to laugh. The effects of this grin are the same as those of a Tasha’s uncontrollable hideous laughter spell, except the duration is doubled (to 2d3 rounds) and the victim suffers 1d4 points of damage per round of laughing.
Arthritic Touch (Su): Living creatures hit by a gnome vampire slam attack suffer 2 points of permanent Dex drain. The result is a painful stiffness in the joints and muscles, which can prove fatal; those reduced to a Dexterity score of 0 will be slain as the creeping paralysis spreads through their lungs and heart, making it impossible for them to survive.
Children of the Night (Su): A gnome vampire cannot summon animals, but can command any animal they encounter. Once they have commanded a specific creature to do its bidding, the animal remains with them for 2d4 days before moving on.
Create Spawn (Su): A gnome slain by a gnome vampire’s debilitating touch may rise as a new vampire. The body must be moved to the sarcophagus in which the vampire itself sleeps, and for the next 3 days the body must lie in the coffin while the vampire rests atop it. At the end of this time, the slain gnome rises as a fully functioning vampire, completely under the control of its creator. While the gnome vampire rests atop its coffin, it is unable to regain any lost hit points or employ any of its spell-like abilities. In addition, it cannot interrupt the creation process once begun, or both the would-be vampire and its creator will be destroyed.
Special Qualities: retains all the SQ’s of the base creature and those listed below
Gnome Traits: Low-light vision; +4 dodge bonus against giants; Darkvision 60 ft.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Damage Reduction (Su): A vampire’s tough undead body possesses DR 15/+1. Further, gnome vampires can be hit only by metal magical weapons –- nonmetal magical weapons are utterly useless against the creature.
Turn Resistance (Ex): A vampire has +4 turn resistance
Resistances (Ex): A gnome vampire has cold, electrical, and fire resistance 20
Immunities: Immune to the effects of all spells from the Illusion school.
Spectral Form (Su): As a standard action, a gnome vampire can assume spectral form at will, appearing as nothing more than spheres of light (much like the will o’wisps). While in this glowing shape, the creature can pass through solid stone walls or similar barricades. It cannot however, pass through any living or once-living material in this shape, so a wooden wall is impassable to it.
Spider Climb (Ex): A gnome vampire can climb sheer surfaces as though with a spider climb spell, at will. However, they can scale only surfaces built of stone or earth – they are unable to cling to surfaces of wood.
Change Self (Su): A gnome vampire can cast a change self spell at will. It can remain in that form until it assumes another or until the next sunrise.
Healing: A gnome vampire heals at the normal rate so long as it has at least 1 hp. If reduced to 0 hit points or lower, a vampire automatically assumes spectral form and attempts to escape. It must reach its coffin home within 12 rounds or be utterly destroyed.
Saves: Same as base creature
Abilities: Dex +4, Int +4, Wis +2, and Cha +4. As undead creatures, vampires have no Con score.
Skills: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Climate/Terrain: Any subterranean
Alignment: Always CE

Repelling a Gnome Vampire: Gnome vampires cannot turn away from any jewel presented to them for 2d4 rounds. If they are attacked during this time, they are freed of this enchantment and can act normally.

Slaying a Gnome Vampire: Exposing any vampire to direct sunlight disorients it: it can take only partial actions and is destroyed utterly on the next round if it cannot escape. Holy water burns it like acid, but does only 2d3 points of damage per vial. Driving a spike of purest silver enchanted with a bless spell through a vampire’s heart instantly slays the monster. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. This is done but cutting the hands from the corpse and boiling them in a natural volcanic hot spring for 24 hours. Then, the body must be placed in a wooden casket, the eyes removed and replaced with precious gems, and the lid of the casket hammered into place. If gems of lesser value are used, the creature may be revived.
 

Hand of Vecna

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Halfling Vampire

Halfling Vampire

Hit Dice: Increase to d12
Speed: Same as base creature
AC: natural armor improves by +4 (AC 3 in 2nd Ed.)
Attacks: Retains all the attacks of the base creature and gains a slam attack
Damage: Slam 1d4 + Life Energy Drain
Special Attacks: Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier
Halfling Traits: +1 racial attack bonus with thrown weapons
Sneak Attack: all halfling vampires can make sneak attacks as a 1st-level Rogue
Lethargy Aura (Su): the halfling vampire is able to radiate an aura that affects all persons within 20 yards. Any creature that comes within this distance while the vampire is radiating the aura must make a Will save or become fatigued. Those who make their save are unaffected and will remain so for the duration of the encounter. If they meet the vampire again, however, a new save will be required to resist this enchantment. Those who fail their saving throw are overcome with a feeling of lassitude and torpor. This state lasts for 1d6 rounds, during which time they attack with a –4 penalty, inflict half damage with all weapons, and are unable to summon the mental stamina required to cast spells or make skill checks.
Life Energy Drain (Su): Living creatures hit by a halfling vampire slam attack lose 1 point of Str and 1 point of Con permanently.
Children of the Night (Su): Once per day can call forth a pack of 10d6 Hit Dice worth of woodland mammals as a standard action. These creatures arrive in 2d6 rounds and serve the vampire throughout the night.
Create Spawn (Su): A halfling slain by the vampire’s Life Energy Drain attack will rise up after 7 days as a new vampire halfling. The new Vampire (Spawn) is under the command of the vampire that created it and remains enslaved until its master’s death.
Special Qualities: retains all the SQ’s of the base creature and those listed below
Halfling Traits: +1 racial bonus to all saving throws; Darkvision 60 ft.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Damage Reduction (Su): A halfling vampire’s tough undead body possesses DR 20/+2
Turn Resistance (Ex): A vampire has +4 turn resistance
Resistances (Ex): A halfling vampire has electrical and fire resistance 20
Smoking Form (Su): As a standard action, a halfling vampire can assume a smoking form at will. In this state, it appears as a drifting cloud of smoke such as might be made by a small campfire or burning pipe. It radiates a familiar and pleasant odor, one that will remind those within 10 yards of pipeweed and a comfortable inn. In this state, the vampire is immune to all damage from melee attacks and suffers no injury from magical spells. Even the smallest opening – a keyhole or cracked pane of glass, for example – affords enough space for a halfling vampire in this shape to pass through.
Food & Drink: Halfling vampires can create food and drink up to 3/day. When they invoke this power, the food they create is always of the highest quality and certain to please even the most discerning palate. In addition, they can cast purify food and drink or putrefy food and drink at will.
Alternate Form (Su): A halfling vampire can assume the shape of any small woodland mammal as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level Sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise. The most commonly employed forms are badgers, beavers, skunks, and so on.
Fast Healing (Ex): A halfling vampire heals 3 hit points per round so long as it has at least 1 hp. If they are standing in moonlight, this is increased to 5 hp/round. Under a full moon, this is further improved to 6 points/round. If reduced to 0 hit points or lower, a vampire automatically assumes its smoking form and attempts to escape. It must reach its coffin home within 12 rounds or be utterly destroyed. Once at rest in its coffin, it rises to 1 hp after 1 hour, then resumes healing 3 hp/round.
Saves: Same as base creature
Abilities: Dex +4, Wis +2, and Cha +4. As undead creatures, vampires have no Con score.
Skills: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Climate/Terrain: Temperate woodlands
Alignment: Always CE

Repelling a Halfling Vampire: Vampires cannot tolerate the strong odor of a smoking pipe, for the aroma reminds it of the physical pleasures it has left behind. They are unable to come within 20 yards of the smoker until the offending device is removed. Similarly, they cannot enter any room where a fire is burning in the hearth. Halfling vampires can be held at bay by anyone who present a LG holy symbol to them strongly and with conviction.

Slaying a Halfling Vampire: Exposing any vampire to direct sunlight disorients it: it can take only partial actions, and suffers 3d6 points of damage per round. Holy water burns it like acid, doing 2d4 points of damage per vial. Falling rain is deadly to the halfling vampire, for it is nature’s way of driving away taints from the atmosphere and revitalizing all living creatures. It suffers 1d6 points of damage per round in a light rain, 1d8 points per round in a heavy rain, and 1d10 points per round in a torrential rain. A halfling vampire destroyed by rainfall is forever dead. Snow does not harm the halfling vampire as rain does, but they are loath to move into a cold climate and thus seldom encounter it. Driving a piece of wood that burns with a hearth’s fire through a vampire’s heart instantly slays the monster. The wood must be ignited directly from the hearth itself, not from a fire transferred to it via some other item. This “weapon” must be employed within 12 rounds to be effective. Not all of the wood need be ablaze, but he part driven into the vampire must be burning for the attack to have the desired effect. However, it returns to ‘life’ if the stake is removed, unless the body is destroyed. This is done by cutting off the creature’s hands and feet and casting them into a hearth fire. If the fire is maintained for 3 hours, the rest of the vampire’s body will smolder away into smoke and dissipate, never to rise again.
 

Hand of Vecna

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whew...

As always, comments, critiques, and questions are welcome!!!
 

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Pale

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I've just skimmed these and I noticed one little thing that I seem to remember from the 2e Monstrous Compendiums that you didn't include: The alternate names for the demihuman vampires (e.g. Elven Vampires were called Banshees IIRC). Could you also post those names up, HoV?
 

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Hand of Vecna

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I read and re-read the Ravenloft MC's, and there was no indication that the demihuman vampires had any special name. However, if someone else finds one, I'd be more than happy to put it up!
 

Pale

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Really? I'm certain that I remember them.... could it be for one of the other kinds of undead? I'm sorry if I was wrong and wasted any of your time HoV. Anyone know what I'm talking about? :D
 

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