Converting monsters from Imagine Magazine


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Shade

Monster Junkie
This next batch is basically 5 conversion in one. Echohawk sent me a scan of the article, so here goes:

Greater Vampires

It is a fair comment to make that above medium levels of play, a vampire, though dangerous, is no longer deadly. Bearing in mind its unique weaknesses (eg its attitude to the presentation of a mirror) the vampire as a race is in danger of being overshadowed by other powerful monsters. Yet like dragons the vampire is one of the classic creatures to face, and it seems a shame that the monster is not represented at high levels of play. Good DMing can mitigate this, but even so, in a straight fight a vampire is more frustrating than fatal. Rather than substantially alter the AD&D vampire, a new hierarchy of "greater vampires" is given. It is suggested that a normal vampire ascends to "greater" status after 999 years of unlife, with promotion to the next level after a similar period and so on. Except where noted otherwise a greater vampire should be treated as per MM1.

Greater Vampire Powers

A greater vampire may, in one segment, change form to a wolf or bat. In the new form the vampire loses all special attacks but retains all defensive powers, as well as keeping AC and movement rates. In wolf-form the vampire also retains its strength and may employ a bite attack for the damage appropriate to title. Of course, this bite can neither suck blood, drain levels, nor inflict vampirism.

These shape-changed forms are much used by greater vampires to roam about the country side without discovery. Very often the monster deliberately kills creatures while in wolf-form so that other unexplained disappearances will be attributed to the "rogue wolf" and not the actions of a more deadly enemy!

A greater vampire is also capable, in one round, of changing form to that of any human or demi-human norm of desired age, sex, and appearance. Unlike the previous power the vampire's clothing and belongings remain as normal. Although the vampire's voice is also altered, the new facial appearance will always, in some subtle respect, resemble the vampire's own/ the type of similarity one can recognize after the fact has been pointed out... In the new state the vampire again loses all special attacks, but apart from AC and movement, retains its defensive powers. The vampire still has its own strength and can attack once per round for a base damage according to size plus the damage bonus due to strength.

In any altered form a greater vampire does not leave a reflection and moves with the silence associated with the undead. The monster can only ingest fresh blood or small amounts of raw meat. Normal and giant-sized animals will sense something amiss in the vampire's presence, but will not attack or otherwise indicate that it is the vampire that is making them nervous. Only if physical contact occurs will the animal realise the source of its unease.

A greater vampire can change between forms as desired, eg from vampire to bat to gaseous. In any form it has the abiltiy to "see" the life-form of creatures up to a distance of 12". Even 'elemental' lifeforces can be detected, as can the absence of life generated by other undead. Only animated (eg golems) and magicallly protected creatures cannot be so "seen"; thus the various forms of invisibility are useless unless combined with such powers as an amulet of proof vs. detection and location.

In addition, greater vampires also possess supernatural sense of smell as well as an excellent sense of hearing (treat as equivalent to an owl). From scent alone the vampire can recognize race, sex, etc, plus the presence of armor and other such factors. Even the presence of magic and its type can be picked up, and if provided with a fairly recent scent of a creature the vampire may even know alignment.

In true-form only, a greater vampire also has the following powers:

When desired, and in any event when overtly stressed, the monster can exude a foul stench that will affect all creatures within a 3" radius as the stench of a ghast. Apart from holy water the stench will also spoil food and drink.

A greater vampire continually radiates fear that affects creatures as below (no saving throw).
12" radius: all normal and giant-sized animals become agitated.
6" radius: as above, plus untrained animals will attempt to flee
3" radius: as above, plus trained animals also attempt to flee

Obviously, rats, bats, and wolves are immune to these effects as are non-intelligent animals, and those animals under the vampire's control.

In human-kind the vampire is especially feared: any zero-level human that gazes upon the vampire's true face will be turned permanently insane (no save): 75% catatonia, 25% suicidal mania.

Once per turn a greater vampire can breath forth a noxious vapor of cone dimensions 3" long, 1" high, and 2" base diameter. Creatures within this area are automatically infected with a random disease, and must also save versus poison or else be helpless with nausea for 1-4 rounds. The area of this breath attack remains highly infectious for a few days afterward.

Once per round a greater vampire can: cause sleep as a spell (5 times per night), knock as the spell, hold portal as spell (which will remain held for as long as the vampire stays within 6" and for 2-5 rounds afterwards; such held portals can still be broken down or dispelled as normal).

The Five Greater Vampires

Lord
AC: -1
Move: 18"/24"
HD: 10+5
% in Lair: 20%
Treasure: W
Dmg: 1-8+6
SA:
Blood drain: 1 pint
Charm: mammal
Hold: Person
Summon: III
SD:
Weapon Plus: +1
Regenerate: 4
Immunity (magic): cold
Immunity (turning): nil
Size: 7'
Strength: 18/00
XP: 7000+14

Arch-Lord
AC: -2
Move: 24"/30"
HD: 12+7
% in Lair: 15%
Treasure: W,Y
Dmg: 1-10+7
SA:
Blood drain: 2 pints
Charm: nil
Hold: nil
Summon: IV
SD:
Weapon Plus: +2
Regenerate: 5
Immunity (magic): nil
Immunity (turning): garlic
Size: 7'6"
Strength: 19
XP: 10850+16

Princeling
AC: -3
Move: 30"/36"
HD: 14+9
% in Lair: 10%
Treasure: Z
Dmg: 1-12+9
SA:
Blood drain: 3 pints
Charm: monster
Hold: animal
Summon: V
SD:
Weapon Plus: +2
Regenerate: 6
Immunity (magic): petrification
Immunity (turning): mirrors
Size: 8'
Strength: 21
XP: 13950+18

Prince
AC: -4
Move: 36"/42"
HD: 16+11
% in Lair: 5%
Treasure: Y,Z
Dmg: 2-16+11
SA:
Blood drain: 4 pints
Charm: nil
Hold: nil
Summon: VI
SD:
Weapon Plus: +3
Regenerate: 7
Immunity (magic): nil
Immunity (turning): see below
Size: 8'6"
Strength: 23
XP: 16850+20

Arch-Prince
AC: -5
Move: 42"/48"
HD: 18+13
% in Lair: 1%
Treasure: U
Dmg: 3-18+14
SA:
Blood drain: 5 pints
Charm: mass
Hold: monster
Summon: VII
SD:
Weapon Plus: +3
Regenerate: 8
Immunity (magic): polymorph
Immunity (turning): see below
Size: 9'
Strength: 25
XP: 24500+25

Notes on Statistics Tables

In frequency all greater vampires are very rare. Unless commanded by some evil entity they are only ever encountered singly. All have 1 attack per round for the damage shown; as normal this attack will drain 2 levels. Irrespective of title a greater vampire can only produce, by draining, half-strength vampires as per MM1. All are CE in alignment and possess 19 Intelligence. They have neither magic resistance nor psionic ability. They are turned as a "special" on the cleric undead matrix.

Blood Drain: Any greater vampire can drink blood as described in the article. In addition, a greater vampire has the ability to suck blood rapidly during combat, making this an effective attack form. This bite attack can be used at the vampire's option in place of the hand attack during "surprise" situations; that is, when a creature is surprised by the vampire. At other times the bite can only occur if the vampire has rolled a hand "to hit" value 5 places better than required. The monster then gains an immediate "to hit" roll for the bite (with no Dex or shield considerations to the AC). If this bite succeeds the vampire proceeds quickly to drain the opponent of blood. For any one bite the actual amount taken (in pints) depends on the vampire's title and is the value shown. Obviously in combat a vampire ignores any thoughts of blood-type preference. The effects of this sudden loss in blood are different from those produced by the previously described gradual decrease (see Table 3).

Table 3: Effects of Rapid Blood Loss
% of Blood Lost / Effects on Str, Dex, Con / Effects on Movement
1-15 / nil / no charge possible
16-30 / -1 / fast trot max
31-45 / -3 / walk max
46-60 / -9 / can only stagger*
61-75 / -15 / can only crawl**
76+ / death /death

*Victim cannot attack or cast spells; may only defend
**Victim cannot attack, cast spells, or defend

For example, a human suffering 50% blood loss would lose 9 points each of Str, Dex, and Con, would not be able to attack by weapon or by spell, and could only move at a stagger. OF course all these penalties woudl be extra to the damage and drain effects caused by the initital hand attack that gripped the human so as to facilitate the bite!

It is important to note that the decrease in ability points arises indirectly from the blood loss; they are not drained as such. Thus it is possible for negative values to result and the victim to remain alive. However, if and when Con falls below 3, the individual must make a "system shock" roll (based on original Constitution) or else die. If Con falls to zero or below another check is required; teh chance this time being 20%. In any event an individual wiht negative Con value immediately becomes unconscious. Lost ability points are regained with rest at the rate of 2 points per day for each affected characteristic. Alternatively, a heal spell will restore values to their original number.

Any human/oid creature bitten by this "combat-drain" has a chance of becoming a vampire as described previously under "partial blood-drain".

Charm: The powers seen in Table 2 are gained cumulatively; a princeling of vampires being able to charm mammal and monster. They are in addition to the standard charm person attack. Each is usable once per night and any effect is broken at dawn. To employ, the vampire must make a 1 second somatic gesture; for other details see spells of same name. As per DMG, a greater vampire can mentally communicate with, and control, its charmee(s).

Hold: These powers are gained cumlatively and each type can be used once per night, any effect being broken at dawn. To employ, the vampire must speak the command to "stop"; it is not necessary that the target(s) hear or understand the vampire in order to be affected. For other details see spells of same name.

Summon: in addition to the summoning powers described in the MM1 a greater vampire can once per night, summon monsters of level according to title. Such creatures will never be of good alignment and can be commanded mentally by the vampire. See spell for other details.

Weapon Plus: The magical weapon bonus needed to affect the vampire.

Regenerate: The value given is the number of hit points per round.

Magical Immunities: These are gained cumulatively and are in addition to those described in MM1.

Turning Immunities: As a greater vampire gets older it becomes progressively more resistant to the standard methods of defense. These immunities are gained cumulatively; a princeling being immmune to either garlic or mirrors. If presented, such items would wither or crack. In addition, a prince of vampires has a certain resistance to clerical "turning", being unaffected by the actions of any evil cleric. Likewise an arch-prince is additionally resistant to the turning power of any neutral cleric. These very powerful undead are simply too evil to be swayed by other evil (or, for an arch prince, neutral) force. This immunity also extends to certain uses of a LG holy symbol; if a greater vampire is immune to turning by a cleric of a particular alignment then it will also be immune to other characters of that alignmetn that try to keep it at bay by presenting a LG holy symbol! Thus only good-aligned clerics have a chance of turning the most powerful greater vampires, and only good-aligned characters can keep one at bay by use of a LG symbol.

Originally appeared in Imagine Magazine #22 (1985).
 
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freyar

Extradimensional Explorer
Very daunting. I couldn't even read all of this last night when I saw it! :)

First thoughts:
A greater vampire may, in one segment, change form to a wolf or bat. In the new form the vampire loses all special attacks but retains all defensive powers, as well as keeping AC and movement rates. In wolf-form the vampire also retains its strength and may employ a bite attack for the damage appropriate to title. Of course, this bite can neither suck blood, drain levels, nor inflict vampirism.

These shape-changed forms are much used by greater vampires to roam about the country side without discovery. Very often the monster deliberately kills creatures while in wolf-form so that other unexplained disappearances will be attributed to the "rogue wolf" and not the actions of a more deadly enemy!

This is weaker than the standard vampire's alternate form. Should we just give it the usual alternate form (plus the humanoid version further down)?
 

Shade

Monster Junkie
freyar said:
This is weaker than the standard vampire's alternate form. Should we just give it the usual alternate form (plus the humanoid version further down)?

Yeah, that sounds right.

If we preserve the damage bonus progression, Str modifiers would look like this:

Standard Vampire: +6
Lord: +8
Arch-lord: +10
Princeling: +14
Prince: +18
Arch-Prince: +24
 


Shade

Monster Junkie
It looks like fast healing and damage reduction should improve as well.

A standard vampire has damage reduction 10/magic and silver and fast healing 5.

So how about:

Lord: Damage reduction 10/magic and silver, fast healing 6
Arch-lord: Damage reduction 15/magic and silver, fast healing 7
Princeling: Damage reduction 15/magic and silver, fast healing 8
Prince: Damage reduction 20/magic and silver, fast healing 9
Arch-Prince: Damage reduction 20/magic and silver, fast healing 10
 


Shade

Monster Junkie
I've started a Homebrews entry to try to keep track of this. We'll probably want to eventually break them into individual templates, but this will give us a quick summary one click away.

Let's try tackling this in small chunks.

A greater vampire may, in one segment, change form to a wolf or bat. In the new form the vampire loses all special attacks but retains all defensive powers, as well as keeping AC and movement rates. In wolf-form the vampire also retains its strength and may employ a bite attack for the damage appropriate to title. Of course, this bite can neither suck blood, drain levels, nor inflict vampirism.

These shape-changed forms are much used by greater vampires to roam about the country side without discovery. Very often the monster deliberately kills creatures while in wolf-form so that other unexplained disappearances will be attributed to the "rogue wolf" and not the actions of a more deadly enemy!

Here's the standard vampire's ability:

Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

One possible source of difference...since it only took a "segment", we might make this a free action or swift action rather than the typical standard.

A greater vampire is also capable, in one round, of changing form to that of any human or demi-human norm of desired age, sex, and appearance. Unlike the previous power the vampire's clothing and belongings remain as normal. Although the vampire's voice is also altered, the new facial appearance will always, in some subtle respect, resemble the vampire's own/ the type of similarity one can recognize after the fact has been pointed out... In the new state the vampire again loses all special attacks, but apart from AC and movement, retains its defensive powers. The vampire still has its own strength and can attack once per round for a base damage according to size plus the damage bonus due to strength.

Hmmm....it almost sounds like alter self as a supernatural ability, but with a lower bonus on Disguise checks to impersonate another. Thoughts?
 

freyar

Extradimensional Explorer
I'd say go with the standard vampire's alternate form but maybe bump it to a swift action.

I also agree with alter self with a +6? bonus to disguise, limited to humanoids (rather than undead).
 

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