Other Vampires

Copyright Lómion © 2006

Edited by Peter Mork for The Guild Companion

Van Lyden's Observations Upon Vampires
Appendix A: Vampires of Different Racial Stock and Unusual Vampires

"I was all but assassinated in my bed, wounded here," she touched her breast, "and never was the same since."
"Were you near dying?"
"Yes, very - a cruel love - strange love, that would have taken my life. Love will have its sacrifices. No sacrifice without blood."

- J. Sheridan Le Fanu, Carmilla

Vampires of Different Racial Stock

Dwarven Vampire: (-)-X@#-9; see description of normal vampire and the text below for details.

Differences from normal vampires:

  • Fear Gaze instead of Charm: Dwarven vampires do not have the Charm ability. Instead, they may evoke fear in all they look upon. This functions like the charm ability of normal vampires (RR mod, Ancient and Eminent by voice, Patriarch by will), with results as follows: RRFail 26+: Flee for 2-20 minutes and live in constant fear of it, RRFail 01-25: -10 OB against the creature.
  • Animal Forms: Dwarven vampires normally change into giant crows or giant rats.
  • Destruction: Dwarven vampires are not harmed by wooden stakes; instead, their heart must be pierced by a stone weapon. Some dwarven vampires are only destroyed if their heart is cut out, soaked in oil for 3 days and then burned.
  • Creation: A dwarven vampire is only created if a dwarf killed by a dwarven vampire is placed in a stone coffin or sarcophagus and entombed in some subterranean place. Dwarven vampires are reluctant to create others of their kind, and will frequently destroy their offspring.
  • Society: Dwarven vampires do not take on a facade, as human vampires sometimes do, but shun all contact with other dwarves, except for feeding.

- Monstrous Compendium, Ravenloft Appendix I

Elven Vampire: (a)-(-)-9; see description of normal vampire and the text below for details.

Differences from normal vampires:

  • Attacks: Elven vampires employing bows get a +20 bonus on their OB (+25 for Old, +30 for Ancient vampires).
  • Stat Drain: Elven vampires drain 1-3 PR points instead of CO.
  • Animal Forms: Most elven vampires assume elven cat or eagle form; dark elven vampires normally assume midnight cat and giant spider form. Some elven patriarch vampires are known to change into a black unicorn.
  • Black thumb: Any living plant touched by an elven vampire withers and dies (small plants instanteously, shrubs in about 1 day, trees in up to a week).
  • Destruction: Some elven vampires are not destroyed when impaled with a wooden stake. Their head must be cut off and burned for at least 24 hours in a fire made from flowers.
  • Outlook and society: Normal elven vampires cannot blend into society as human vampires do; their appearance is much too corpse-like. In dark elven vampires, this change is not as visible, so they can and do attain a facade.

- Monstrous Compendium, Ravenloft Appendix I

Halfling Vampire: nwmsk-N†@§#-9; see description of normal vampire and the text below for details.

Differences from normal vampires:

  • Stat Drain: Most halfling vampires drain strength instead of constitution.
  • Distraction Aura instead of Charm: All failing a RR (modified by SD) are at -20 for all actions in a radius of 20'. Some halfling vampires emanate an aura of fatigue rather than of distraction; the effect is the same.
  • Putrefy Food and Drink: All food or drink touched by a halfling vampire becomes putrefied and unsuitable for consumption.
  • Animal Forms: Halfling vampires assume the forms of cats and eagles.
  • Idiosyncrasies: Halfling vampires never have the Tolerance to Normal Food idiosyncrasy.
  • Weakness, Smoking Pipe: A halfling vampire cannot stand the odor of a smoking pipe (counts as an allergen).
  • Weakness, Rain: A halfling vampire is harmed by rainfall. It takes hits as denoted in the following table, and an Acid critical of the shown severity every 3 rounds. Snow or hail do not affect a halfling vampire.
  • Severity
    of Rain
    per Round
    Acid critical
    (every 3rd round)
    Light 1d10 A
    Medium 2d10 B
    Heavy 3d10 C
    Torrential 4d10 D

- Monstrous Compendium, Ravenloft Appendix I

Age Category for
Elf - Fledgling
Halfling Fledgling Mature
Level 10H 11H
Class III IV
Hits 110E 125F
Weapon OB 80 85
Claw Attack 65SCl 75SCl
Bite Attack† 20MBi 25MBi
Treasure mn nn
Halfling Mature = Elf Fledgling etc.
Halfling Old = Elf Mature = Human/Dwarf Fledgling etc.
† - Note that a vampire uses its bite to feed and only
rarely to attack.

All other statistics increase as for human vampires. Patriarch vampires of halfling stock have a treasure code of pyz, those of elven stock yyz.

Unusual Vampires

Ice Vampire: aka Upir Lichy; class IV; cf-(O)-9.

Appearance: The ice vampire is a feral, despicable looking man or woman with long talons and fangs. Wild hair sprouts from its head, back, shoulders and forearms and its body is wrapped in ancient remains of clothing. Its eyes show intelligence, but no remorse or pity as it drains the life from its hapless victims. These corpses are left drained of all their body heat in the icy wastes. Ice vampires are physically lean, malnourished and pale beyond that of any living thing.

Lifestyle:These unusual vampires dwell in caves, buried deep in the snow or behind ancient avalanches, though more accessible lairs are not unheard of. Ice vampires are not social creatures; they never enter human settlements if they can help it, preferring the deep wilderness. Ice vampires feed on the body warmth of their victims, much as normal vampires do on blood, and must do so as normal vampires (draining hit points through their cold attacks).

An ice vampire is created when one of its humanoid victims is drained of his/her constitution or dies from a loss of body heat. Even in these cases, however, the creature rises as an ice vampire only 15% of the time. Given this factor, the ice vampire remains a relatively rare strain of vampire.

Ice vampire gain powers by age as normal vampires, except as noted in the table below.

Combat: If the ice vampire is burrowing (at 70'), it may detect the movements of those above the surface, allowing it to attack from underground with a -10 penalty. This inflicts a -10 penalty to its opponents' surprise rolls, and is cause for a Fear RR.

The gaze of an ice vampire causes paralyzing fear (1 rnd/5% fail); its touch drains 1-5 points of CO and delivers an "A" Cold Crit; the hits delivered by the Cold Crit are the "sustenance" of an ice vampire, as blood is for normal vampires.

Ice vampires are immune to Heat criticals, but take double damage from magical cold attacks. They can only be hit by magical, holy or cold forged weapons, and are destroyed if an icicle is driven through their heart. Direct sunlight or losing contact with ice/snow causes the loss of one age category or level. An ice vampire may shapechange into a winter wolf or a cloud of chill mist, and must assume the latter form and flee to its sanctuary if brought to 0 hp. They may summon 1-4 winter wolves.

Chill Mist Form: The upir lichy may assume its mist form if it is reduced to zero hit points or less, or needs to return to its buried lair. Though the mist feels cold, it is (normally) harmless to creatures that pass through it. In mist form, the creature's primary goal is to escape to its lair. If the lair is underground and within 100 feet, the upir lichy's mist form can seep through the snow and into its lair. Unlike vampires, no small cracks and spaces are required for the mist to pass through the earth, so long as the area is frozen. In all other respects, the Chill Mist Form is the same as the mist form of the normal vampire, and causes Mist Corruption.

Background: The first ice vampire was supposedly created by a self-induced curse; several stories are told in the northern realm. One of these states that the first ice vampire was a barber who sought to heal his patients through blood-letting and exposure to cold. With this "cure," he finally killed his own teenage daughter by letting her stand naked in ice and snow. It seems he commended that treatment especially for young women. When the villagers finally drove him out, he died in a hail storm, only to return as an upir lichy and to destroy those who had exiled him.

Age Category Fledgling Mature Old Very Old Ancient Eminent Patriarch
Claw Attack (always [cold]) 90MCl 95MCl 100MCl 105LCl 115LCl 125LCl 130HCl
Treasure aty bty hty nty tty tyy tyz

- Eddy Brennan, Upir Lichy, Book of Sacrifices, The Kargatane.

Penanggalan: Class III; (-)-EN†§#-9 .

Appearance: From dawn to dusk, the penanggalen appears as an attractive human or half-elven woman; but when the sun has set, it discloses its undead nature, appearing as a vampiric nightmare: pale, with protruding fangs and claws and red-glowing eyes. Its looks do not change with age, from the day they were created.

Lifestyle: During the day, this monster leads an unobtrusive life, behaving coyly or primly towards men, showing interest in other women in more liberal societies. The penanggalen must feed 25 hits (in blood) in a 48-hour period or lose one level; it feeds only on women. They do not sleep. As half-undead, they are immune to natural aging or death.

The Penanggalan does not gain powers with age.

Combat: During the day, the penanggalen has no special powers, resistances or weaknesses, it doesn't even detect as undead. In the night, it enjoys the usual undead immunities and powers (but is irrevocably destroyed if it hasn't pulled itself together by sunrise). It may use its hypnotising gaze (but only on victims; RR Ment at -15, 1 min/fail). Penanggalen usually attack the same victim in consecutive nights (cumulative -5 penalty on victim's RR). If its gaze attack is successful, it bites the victim, draining 2-20 hits and 4 points of CO and ST per round, until satiated.

The victim forgets the attack the following morning; the hits and the stat point losses do not heal and can not be healed, unless "Remove Curse" is successfully cast (against the penanggalan's lvl) on her. Victims killed by blood or stat drain may (50%) rise as penanggalen, unless decapacitated.

The penanggalen has none of the special powers or weaknesses of the common vampire. If hit by holy water, it takes a "B" Heat critical (only during the night). In order to destroy it, it must be slain and preventing from re-assembling until daybreak.

Background: According to some experts of magical diseases, the penanggalan is the result of a mutation of the vampiric virus.

Note: Some claim that there is a male variety of the penanggalan, attacking only men. Up to now, however, there is no proven case of this.

- Fiend Folio Monstrous Compendium

Vampire Bunny: Class III; wmskt-ENXY†§#-9.

Note: The Vampire Bunny has been sadly overlooked by most of the sages - not only by the authors of Creatures & Treasures, who decided to give but the stats (and, for that, wrong ones) and left out any description, but also by Dr. van Richten and Prof. taal Kieranis (cf. Cormac Doyle, Of the Undead and the Unlife). Perhaps those learned men thought this vile creature to be mostly harmless, due to its innocent appearance. This ignorance and arrogance has led to the death of many a brave adventurer. Therefore, a full description, as much as this is possible, will be given here. (- Lucius van Lyden)

Appearance: Cute looking albino bunnies, but with burning red eyes, vampire bunnies are easily underestimated. Vampire bunnies who haven't fed in the last several hours feel slightly cool to the touch; this and their eyes are the only giveaways of their devilic nature.

Lifestyle: They are sadistic little creatures, revelling in pain and blood. Their victims must usually endure some hours of mental and physical torture before they are finally killed. Sometimes this abomination poses as a pet, just to reveal its nature in the unluckiest moment. Some vampire bunnies are actually pets, usually of mighty undead like liches or patriarch vampires.

Combat: Vampire bunnies possess a paralyzing gaze (1 rnd/1% fail); they may cast spells from Mind Domination and other appropriate evil mentalist, evil magician and sorcerer (and/or torturer) base lists up to their lvl (3×/lvl PP). Their bite drains 1-10 hits and 1-10 points of CO.

If a vampire bunny kills an albino rabbit (which it seldom does) the victim rises as Vampire Bunny; human, dwarf, elven or halfling victims may (5%) raise as vampires of their respective stock, but most vampire bunnies avoid even this slight chance. They must feed at least 5 hp/day. The vampire has the same powers and vulnerabilities as the standard vampire, except as noted.

Vampire bunnies do not have alternate forms except the mist form (although it has been speculated that Vampire Bunnies may assume human or demi-human form, usual as a young, attractive female); it is not known if they undergo mist corruption. Vampire bunnies gain powers (level/class) with age; they have the level of a halfling vampire one age category younger than the vampire bunny (i.e., 10H(III) for Mature, 11H(IV) for Old, 18G(IV) for Patriarch).

Background: The first vampire bunny was reputedly created by an insane necromancer.

Note: The torturer's special base lists are: Afflictions of the Mind, Afflictions of the Soul, and Afflictions of the Body; profession and spell lists created by Lem Richards.

- (Re-)created by lómion; cf. C&T 2.36.

Movement Combat Encounter
Type Lvl BR MP/MB MS/AQ Si/C Hits AT(DB) Attacks # Enc. Treas BonEP Outlook (IQ)

Vampires of Different Racial Stock

Dwarven Vampire (IV) 12H 100 Dash/15 VF/BF M/I# 140G 1(90)* 100We/80SCl/30MBi†/sp«/sp 1 no G Domin(VH)
Elven Vampire (IV) 11H 100 Dash/15 VF/BF M/I# 125G 1(90)* 85We/75SCl/25MBi†/sp«/sp 1 nn G Domin(VH)
Halfling Vampire (III) 10H 100 Dash/15 VF/BF M/I# 110G 1(90)* 60We/65SCl/20MBi†/sp«/sp 1 mn F Domin(VH)

Unusual Vampires

Ice Vampire (IV) 12H 120/70br Dash/20 FA/BF M/I# 140G 1(90)* 90MCl[Cold]/sp 1 aty G Hungry(VH)
Penanggalan (III) 6E 100 Dash/0 VF/VF M/# 70E 1(10) 20We/10SBi†/sp‹/sp 1 - F Hungry(AV)
Vampire Bunny (III) 8F 200 Dash/40 BF/BF S/SL# 200G 4(80)* 80TBa/80SBi†‹/sp«/sp 1 p H Cruel(HI)
Red statisitics change with age category
* - special
† - Note that a vampire uses its bite to feed and only rarely to attack.

Note on Creature Statistics

Combat: Attacks

« - If the attack given on the left has obtained a non-Tiny critical, this attack occurs in the same round of combat as the attack which obtained the critical.

- If the attack given on the left has obtained a non-Tiny critical, this attack will occur in the next round of combat as the attack which obtained that critical.