Converting Creatures from Other Campaign Settings

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Goblin Vampire
CLIMATE/TERRAIN: Ravenloft
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Fear, blood
INTELLIGENCE: Low (5)
TREASURE: N
ALIGNMENT: Chaotic Evil
No. ApPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 3 base, 10 max
THACO: 16 base, 10 max (Hit
Dice + Strength bonus)
No. OF ATTACKS: 2 (claw/claw)
DAMAGE/ATTACK: 1d6+3/ld6+3
SPECIAL ATTACKS: Fear aura, gore
SPECIAL DEFENSES: Spell and poison immunities
MAGIC RESISTANCE: 25%
SIZE: M (6' tall)
MORALE: Fanatic (17)
XP VALUE: 3,000

The goblin vampire is a rare form of undead creature. The creature is twice the size of a normal goblin. Its fangs reach roughly halfway down its chest, rather like those of a smilodon. Its hands appear blackened and shriveled, with long, curved talons. The most horrifying thing about a goblin vampire is its eyes, which pulsate with a strange orange glow.

These creatures care nothing for language or talk, only for the death and destruction they can cause. It is unknown whether they even understand languages they knew in life.

Combat: Anyone who meets the vampire's burning gaze must make an immediate fear check, even if previously exposed to the creature. For each check an opponent fails the goblin vampire gains one Hit Die (to a maximum of 10). The duration of this temporary increase in Hit Dice is equal to the Hit Dice of the victim. Thus, a 5th-level warrior failing a fear check would add one Hit Die to the goblin vampire for five turns.

If both of the goblin vampire's claws hit, the creature has grasped its victim and can automatically gore him with its curved fangs, inflicting an additional 2d6+3 points of damage.

Goblin vampires have the equivalent of 18(50) Strength. This gives them a bonus of +1 on their attack rolls and +3 on their damage rolls.

The goblin vampire is immune to mind- and life-affecting spells such as hold and charm spells. Poisons, diseases, and the like also pose no threat to the creature.

Moonlight is extremely dangerous to the goblin vampire, inflicting 1d4 points of damage each round that it falls upon the creature. Holy water inflicts 1d6+1 points of damage, and an obsidian stake through the heart destroys it instantly. Goblin vampires cannot assume gaseous form or regenerate; they are turned as spectres.

Habitat/Society: Goblin vampires are solitary creatures that stalk the land in search of fear and blood. To date, they have been encountered only in Tepest. They have a great hatred of their former race, and typically hunt down goblins during daytime when they are most vulnerable.

Ecology: Goblin vampires are created only by the unique curse placed on items stolen from the Three Sisters of Tepest. Anyone who carries the item gradually becomes a goblin vampire. The transformation takes twenty hours to complete. If the item is discarded before the change is concluded, the character stops changing. He does not, however, revert to normal.

Goblin vampires live on both the blood and fear of their opponents. The creature must feed on either of the above once per day else it temporarily loses one Hit Die, perishing upon reaching zero. In addition, it must feed on both fear and blood at least once every three days or it again loses one Hit Die on the fourth day and each day thereafter until it does feast on both.

Originally appeared in Servants of Darkness (1998).
 

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Weird, hard to see that these actually have anything to do with goblins.

Anyway, monster or template? I could go either way with these.
 


I was thinking that this could be a template that can be applied to any goblinoid.

That was my reaction until I got to this part...

"Goblin vampires are created only by the unique curse placed on items stolen from the Three Sisters of Tepest. Anyone who carries the item gradually becomes a goblin vampire."

It appears that it affects any cursed individual. I could see expanding it a bit to include any goblinoid (cursed or not) or any humanoid (affected by the curse and maybe slain by a goblin vampire).

Of course, the "anyone" could simply mean "any goblin" in context. Either way, I think a bugbear would make an entertaining goblin vampire. ;)

Thoughts?
 

I was kind of reading it like any humanoid or monstrous humanoid.

How about this? Any humanoid (or monstrous humanoid?) can be turned into a goblin vampire by the curse, but they can only create spawn by killing goblinoids. Although it's not stated in the text, I think the "living on blood and fear" bit could imply blood drain.
 

Sounds good.

INTELLIGENCE: Low (5)

2e goblins were Low to Average (5-10), so an Int penalty might be appropriate.

ARMOR CLASS: 3

2e goblins were AC 6 armored, AC 10 base.

MOVEMENT: 12

2e goblins have movement 6.

No. OF ATTACKS: 2 (claw/claw)
DAMAGE/ATTACK: 1d6+3/ld6+3

Gains 2 claw attacks.

MAGIC RESISTANCE: 25%

That equates to CR + 6

The goblin vampire is a rare form of undead creature. The creature is twice the size of a normal goblin.

Since this can be applied to any goblinoid or humanoid, should we increase size category of base creature by +1? For example, a cave lord has the goblinoid subtype, and is already Large.

Its fangs reach roughly halfway down its chest, rather like those of a smilodon.

Smilodon's have augmented critical with their fangs.

These creatures care nothing for language or talk, only for the death and destruction they can cause. It is unknown whether they even understand languages they knew in life.

That's nice to know. :)
 



Started in Homebrews.

Combat: Anyone who meets the vampire's burning gaze must make an immediate fear check, even if previously exposed to the creature. For each check an opponent fails the goblin vampire gains one Hit Die (to a maximum of 10). The duration of this temporary increase in Hit Dice is equal to the Hit Dice of the victim. Thus, a 5th-level warrior failing a fear check would add one Hit Die to the goblin vampire for five turns.

Gaze attack?

If both of the goblin vampire's claws hit, the creature has grasped its victim and can automatically gore him with its curved fangs, inflicting an additional 2d6+3 points of damage.

Improved grab if hits with both claws, followed by bite attack with bonus on attack roll (or auto hit)?

Goblin vampires have the equivalent of 18(50) Strength. This gives them a bonus of +1 on their attack rolls and +3 on their damage rolls.

As a template, how big should the Str boost be? Or does the Str increase due to the size increase suffice?

The goblin vampire is immune to mind- and life-affecting spells such as hold and charm spells. Poisons, diseases, and the like also pose no threat to the creature.

All standard undead fare.

Moonlight is extremely dangerous to the goblin vampire, inflicting 1d4 points of damage each round that it falls upon the creature. Holy water inflicts 1d6+1 points of damage, and an obsidian stake through the heart destroys it instantly. Goblin vampires cannot assume gaseous form or regenerate; they are turned as spectres.

The moonlight vulnerability is fun.

What do do with the obsidian stake?

Usual undead holy water vulnerability?

Spectres have +2 turn resistance.

Goblin vampires live on both the blood and fear of their opponents. The creature must feed on either of the above once per day else it temporarily loses one Hit Die, perishing upon reaching zero. In addition, it must feed on both fear and blood at least once every three days or it again loses one Hit Die on the fourth day and each day thereafter until it does feast on both.

We can use the diet-dependent bits from Libris Mortis for inspiration.
 


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