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Vampire Traits

Section

OSE HBK · p.9

Open source p.9

Many vampires are within. To avoid repeating information with every stat block, their common traits are listed here and on the rear endpapers:

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Energy drain: A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days.
  • Charming gaze: Save versus spells at –2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire’s commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm.
  • Regeneration: A damaged vampire gains 3hp at the start of each round, as long as it is alive.
  • At 0hp: Change into gaseous form; flee to coffin. Most don’t have a coffin here, so they will die.
  • Change form: At will; takes 1 round: • Humanoid: Standard form. • Dire wolf: Att 1 x bite (), MV 150' (50').

AC, HD, morale, saves as vampire. • Giant bat: Att 1 x bite (), MV 30' (10') / 180' (60') flying. AC, HD, morale, saves as vampire. • Gaseous cloud: MV 180' (60') flying. Immune to all weapons. Cannot attack.

  • Coffins: Must rest in a coffin during the day or lose hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations.
  • Vulnerabilities: • Garlic: Odour repels: save vs poison or unable to attack this round. • Holy symbols: If presented, will keep a vampire at bay (10’). May attack wielder from another direction. • Running water: Cannot cross (in any form), except by a bridge or carried inside a coffin. • Mirrors: Avoid; do not cast a reflection. • Continual light: Partly blinded by the light from this spell (–4 to attacks).
  • Destroying: • Sunlight: Save vs death each round or be disintegrated. • Stake through the heart: Permanently kills. • Immersion in water: For 1 turn permanently kills. • Destroying coffins: Permanently killed if all hit points lost when unable to rest (see coffins).

Alternatives to Energy Drain

Groups that wish to reduce the deadliness of vampires’ attacks may consider one of the following alternative effects of a vampire’s attack: • Ability damage: Drains CON, which returns with normal rest. • Permanent hp loss: Permanently reduces the victim’s maximum hit points by 2. • Global penalty: Applies a cumulative penalty to the victim’s attack rolls, saving throws, and ability checks. Penalties are removed after a night’s sleep.