Vampire*
Undead monsters that appear pale but lifelike, possessing all memories and abilities from life
Basic Fantasy Role-Playing Game
| Armor Class | 18 to 20 (m) |
|---|---|
| Hit Dice | 7** to 9** (+8) |
| Number Appearing | 1d6, Wild 1d6, Lair 1d6 |
| Attacks | 1 weapon or special |
| Damage | 1d8 or by weapon or special |
| Movement | 40' Fly 60' |
| Save As | Fighter: 7 to 9 (as Hit Dice) |
| Morale | 11 |
| XP | 800 - 1,225 |
| Treasure Type | F |
Vampires are undead monsters. Though they may look just a bit more pale than when they were alive, they do appear to live and even breathe as mortals do. A vampire has all the memories and abilities it had in life, and is effectively immortal. Living forever in the shadows often leads to vampires being decadent, while their hunger for blood makes them cruel.
Vampires cast no reflections in silvered mirrors or water, though despite conventional wisdom to the contrary they do reflect in shiny base metals; the innate purity of silver and water simply will not reflect them.
Special Abilities
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 2 [17] |
|---|---|
| Hit Dice | 7 to 9** (31 / 36 / 40hp) |
| Number Appearing | 1d4 (1d6) |
| Attacks | 1 × touch (1d10 + energy drain) or 1 × gaze (charm) |
| THAC0 | 13 [+6] / 12 [+7] / 12 [+7] |
| Movement | 120' (40') |
| Saving Throws | D8 W9 P10 B10 S12 (7 to 9) |
| Morale | 11 |
| Alignment | Chaotic |
| XP | 1,250 / 1,750 / 2,300 |
| Treasure Type | F |
Special Abilities
OSRIC
| Armor Class | 1 |
|---|---|
| Hit Dice | 8+3 |
| Number Encountered | 1d4 |
| Attacks | 1 |
| Damage | 1d6+4 |
| Move | 120-ft; 180-ft flying (AA:V) |
| Alignment | Chaotic evil |
| Intelligence | Exceptional |
| XP | 8/3,810+12/hp |
| Treasure Type | 1d20×1,000 sp (10%); 1d12×1,000 ep (10%); 1d10×1,000 gp(40%); 1d8×100 pp(35%); 3d10 gems(20%); 1d10 jewellery (10%); 3 magic items (30%) |
| Size | Man-sized |
| Frequency | Rare |
| Lair | 25% |
The vampire is one of the most feared of the undead. Being similar to other undead, they dwell simultaneously in the negative material and material planes. They share other undead’s immunity to charm, hold, and sleep spells. Electricity and cold does only half damage, they are unaffected by normal weapons, and they regenerate 3 hit points per round. Vampires must take refuge in a coffin or other hide-away during daylight, and must slumber on soil from their own grave once in a while to maintain their powers.
Vampires are immensely strong (18.76), and deal great blows that inflict 1d6+4 hit points of damage. These blows further reduce the victim’s life energy by two levels, which consequently reduces all other traits linked to a loss in levels (attack ability, hit dice, etc.).
Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.
Special Abilities
Variants
There is a variant type of vampire from the east, which cannot assume gaseous form at will (but will if reduced to zero hit points), nor does it have a charm gaze. However, it is invisible and foes that cannot detect invisibility suffer -4 to strike these vampires in combat.