Vampires of Shadowrun

Andrew D. Gable

First Post
I've been working on a Shadowrun conversion (using a modified version of Spycraft), and here's my attempts at converting their versions of vampiric creatures. Comments welcome. The stat blocks should be understandable. And yes, I know the SPs aren't spent yet.

BTW, the HMHVV referenced several times is the Human-Metahuman Vampiric Virus.

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BANSHEE
Medium-Size Monstrous Humanoid (Elf, HMHVV)

Hit Dice: 3d8+4 (VP/WP 17/10)
Initiative: +6 (+6 Dex)
Speed: 50 ft.
Defense: 16 (+6 Dex)
Attacks: Knife +3 melee (1d4 damage)
Face/Reach: 5’ by 5’/5’
Special Attacks: Blood drain, create spawn, fear
Special Qualities: DR 10/wood or silver, fast healing 5, gaseous form, disease resist 25, poison resist 25
Saves: Fort +1, Ref +9, Will +3
Abilities: Str 10, Dex 22 +6, Con 10, Int 11, Wis 11, Cha 11
Skills: 26
Feats: Toughness
Distribution: Worldwide
Climate/Terrain: Urban
Organization: Solitary
Challenge Rating: 5
Advancement: By character class

A skulking hunter of the urban landscape, the banshee clings to shadows, shrieking and instilling fear in its victim prior to feeding. A banshee looks much like an extremely gaunt and emaciated elf.

The classification of the banshee is not without controversy. Paranaturalist Charles Forte has advanced a hypothesis stating that the banshee is simply the expression of the HMHVV virus in elves, and this claim is backed up by blood analysis and serum testing. However, many other paranaturalists and all elven authorities deny that the banshee is an elf.
Banshee may be of any PC class. The above statistics block is for a baseline banshee without any class levels.

Combat
Unlike vampires, which sometimes hunt in small packs, a banshee always hunts solo. Its favored tactic is to pursue its prey, shrieking and instilling fear all the while. When the prey tires, the banshee pounces, usually killing its prey instantly from cardiac arrest.

Blood Drain (Ex): A banshee sucks blood from a living victim with its fangs by making a successful Grapple check. If it pins the foe, it drains blood, draining 1d4 Constitution points each round.

Create Spawn (Su): An elf (and only an elf) slain by a banshee’s drain attack is infected with HMHVV and resurrected as a banshee after the appropriate interval. The victim’s Constitution is restored to normal. They are under the command of the banshee that created them and remain so until its death. Ability scores change to those of a base banshee.

Fear (Su): A banshee can strike fear into opponents within 30’ with a shriek (Will save DC 13).

Gaseous Form (Su): As a standard action, a banshee can assume gaseous form at will (as per PHB). It can remain gaseous indefinitely and has a fly speed of 20 feet.

Weaknesses (Ex):
Ebbing Lifeforce: Each day, a banshee loses 1d4 Constitution, which must be regained by feeding.
Sunlight: The merest sliver of sunlight deals 2d6 damage to a banshee. A banshee exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be killed.
 
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The dzoo-noo-qua...

DZOO-NOO-QUA
Large Monstrous Humanoid (HMHVV, Troll)

Hit Dice: 9d8+12 (VP/WP 52/16)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 30 ft.
Defense: 16 (-1 size, -1 Dex, +8 natural)
Attacks: Large club +9 melee (1d6+1 damage)
Face/Reach: 5’ by 5’/10’
Special Attacks: Blood drain
Special Qualities: SR 17
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 13 +1, Dex 8, Con 13 +1, Int 8, Wis 10, Cha 6
Skills: 30
Feats: Improved Initiative, Toughness
Distribution: Worldwide
Climate/Terrain: Any
Organization: Solitary or gang (2-5)
Challenge Rating: 5
Advancement: By character class

A massive, deformed, burning-eyed hulk, the dzoo-noo-qua has recently been identified positively as a troll infected with the HMHVV virus.
Dzoo-noo-qua may be of any PC class. The above statistics block is for a baseline dzoo-noo-qua without any class levels.

Combat
Blood Drain (Ex): A dzoo-noo-qua sucks blood from a living victim with its fangs by making a successful Grapple check. If it pins the foe, it drains blood, draining 1d4 Constitution points each round.
 

The goblin...

GOBLIN
Small Monstrous Humanoid (Dwarf, HMHVV)

Hit Dice: 5d8+10 (VP/WP 32/15)
Initiative: +2 (+2 Dex)
Speed: 20 ft.
Defense: 13 (+2 Dex, +1 size)
Attacks: Small club +6 melee (1d3+2 damage)
Face/Reach: 5’ by 5’/5’
Special Attacks: Blood drain
Special Qualities: DR 10/iron, immunity to fire
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 13, Dex 14, Con 15, Int 6, Wis 10, Cha 8
Skills: 20
Feats: 2
Distribution: Worldwide
Climate/Terrain: Urban, subterranean (among dwarven populations of European descent)
Organization: Solitary, pair, or brood (2-5)
Challenge Rating: 4
Advancement: By character class

The small, twisted goblin, identified as a vampiric dwarf, has a greenish skin tone. Infection causes the dwarf to lose much of its body mass and all of its body hair. As a result, the skin seems to take on a glossy sheen.
For nearly two decades after the discovery of HMHVV, dwarves alone among metahuman races had no vampiric variant, leading researchers to speculate that the dwarf was somehow resistant to the effects of the virus. Then in 2046, doctors in the south of France located the first goblin. Prevailing scientific opinion now holds that the dwarf was only initially resistant to HMHVV, succumbing to a virulent strain.
Goblins may be of any PC class. The above statistics block is for a baseline goblin without any class levels.

Combat
Blood Drain (Ex): A goblin sucks blood from a living victim with its fangs by making a successful Grapple check. If it pins the foe, it drains blood, draining a permanent 1d4 Constitution points each round.
Immunity to Fire (Ex): Goblins are immune to natural fire (supernatural fires, such as magical effects, harm them normally).
 

The vampire...

VAMPIRE
Medium-Size Monstrous Humanoid (HMHVV, Human)

Hit Dice: 3d8+4 (VP/WP 17/11)
Initiative: +1 (+1 Dex)
Speed: 50 ft.
Defense: 11 (+1 Dex)
Attacks: Stiletto +6 melee (1d6+3 damage)
Face/Reach: 5’ by 5’/5’
Special Attacks: Blood drain, create spawn
Special Qualities: DR 10/wood, fast healing 5, gaseous form, disease resist 25, poison resist 25
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 17 +3, Dex 12 +1, Con 11, Int 10, Wis 10, Cha 10
Skills: 24
Feats: Toughness
Distribution: Worldwide
Climate/Terrain: Any
Organization: Solitary, pair, or brood (2-5)
Challenge Rating: 5
Advancement: By character class

Vampires are the product of the infection of a human with the HMHVV virus. Other races produce their own particular forms of vampire.
Vampires may be of any PC class. The above statistics block is for a baseline vampire without any class levels.
Discuss sanctuaries

Combat
Blood Drain (Ex): A vampire sucks blood from a living victim with its fangs by making a successful Grapple check. If it pins the foe, it drains blood, draining 1d4 Constitution points each round.
Create Spawn (Su): A human (and only a human) slain by a vampire’s drain attack is infected with HMHVV and resurrected as a vampire after the appropriate interval. The victim’s Constitution is restored to normal. They are under the command of the vampire that created them and remain so until its death.
Ability scores change to those of a base vampire.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (as per PHB). It can remain gaseous indefinitely and has a fly speed of 20 feet.
Weaknesses (Ex): A vampire suffers from a severe allergy to sunlight an
Ebbing Lifeforce: Each day, a vampire loses 1d4 Constitution, which must be regained by feeding.
Lack of Air: A vampire in a weakened atmosphere (such as high altitude) begins to become sluggish. In a complete vacuum, such as an airlock, it lapses into a deep sleep as if it were in its sanctuary, whether it is or not.
Sanctuary: If reduced to 0 hit points, the vampire automatically stabilizes, takes gaseous form, and attempts to escape. It must reach its sanctuary within 2 hours or be killed. Once at rest in its sanctuary, it rises to 1 hit point after 1 hour, after which time it heals at the rate of 5 hit points per hour.
Sunlight: The merest sliver of sunlight deals 2d6 damage to a vampire. A vampire exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be killed.
 

...and the wendigo

WENDIGO
Medium-Size Monstrous Humanoid (HMHVV, Orc)

Hit Dice: 6d8+4 (VP/WP 31/11)
Initiative: +0
Speed: 30 ft.
Defense: 10
Attacks: Large club +7 melee (1d6+1 damage)
Face/Reach: 5’ by 5’/5’
Special Attacks: Blood drain, create spawn, fear
Special Qualities: DR 10/ferrous metals, fast healing 5, disease resist 25, poison resist 25
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 11, Int 10, Wis 10, Cha 12
Skills: 30
Feats: Improved Initiative, Toughness
Distribution: Worldwide
Climate/Terrain: Cold forests
Organization: Solitary, pair, or brood (2-5)
Challenge Rating: 6
Advancement: By character class

Wendigo may be of any PC class. The above statistics block is for a baseline wendigo without any class levels.

Combat
Blood Drain (Ex): A wendigo sucks blood from a living victim with its fangs by making a successful Grapple check. If it pins the foe, it drains blood, draining 1d4 Constitution points each round.

Create Spawn (Su): An orc (and only an orc) slain by a wendigo’s drain attack is infected with HMHVV and resurrected as a wendigo after the appropriate interval. The victim’s Constitution is restored to normal. They are under the command of the wendigo that created them and remain so until its death. Ability scores change to those of a base wendigo.

Fear (Su): A wendigo can strike fear into opponents within 30’ with a howl (Will save DC 14).

Weaknesses (Ex)
Ebbing Lifeforce: Each day, a banshee loses 1d4 Constitution, which must be regained by feeding.
Sunlight: The merest sliver of sunlight deals 2d6 damage to a banshee. A banshee exposed to
 


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