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Vampire*

Undead monsters that appear pale but lifelike, possessing all memories and abilities from life

Type: Undead

Biome: Any

Stat Blocks

Basic Fantasy Role-Playing Game
Armor Class18 to 20 (m)
Hit Dice7** to 9** (+8)
Number Appearing1d6, Wild 1d6, Lair 1d6
Attacks1 weapon or special
Damage1d8 or by weapon or special
Movement40' Fly 60'
Save AsFighter: 7 to 9 (as Hit Dice)
Morale11
XP800 - 1,225
Treasure TypeF

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

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.

Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License
Old-School Essentials Classic Fantasy
Armor Class2 [17]
Hit Dice7 to 9** (31 / 36 / 40hp)
Number Appearing1d4 (1d6)
Attacks1 Γ— touch (1d10 + energy drain) or 1 Γ— gaze (charm)
THAC013 [+6] / 12 [+7] / 12 [+7]
Movement120' (40')
Saving ThrowsD8 W9 P10 B10 S12 (7 to 9)
Morale11
AlignmentChaotic
XP1,250 / 1,750 / 2,300
Treasure TypeF

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

Greatly feared undead monsters that live by drinking the blood of mortals. Dwell in ruins, tombs, and deserted locales.

Special Abilities

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.
Change form: At will; takes 1 round: Humanoid: Standard form. Dire wolf: Att 1 Γ— bite (2d4), MV 150’ (50’). AC, HD, morale, saves as vampire. Giant bat: Att 1 Γ— bite (1d4), MV 30’ (10’) / 180’ (60’) flying. AC, HD, morale, saves as vampire. Gaseous cloud: MV 180’ (60’) flying. Immune to all weapons. Cannot attack.
Summon beasts: In human form only. Creatures from the surrounding area: 1d10 Γ— 10 rats, 5d4 giant rats, 1d10 Γ— 10 bats, 3d6 giant bats, 3d6 wolves, or 2d4 dire wolves.
Coffins: Must rest in a coffin during the day or lose 2d6hp (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 versus 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).
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class1
Hit Dice8+3
Number Encountered1d4
Attacks1
Damage1d6+4
Move120-ft; 180-ft flying (AA:V)
AlignmentChaotic evil
IntelligenceExceptional
XP8/3,810+12/hp
Treasure Type1d20Γ—1,000 sp (10%); 1d12Γ—1,000 ep (10%); 1d10Γ—1,000 gp(40%); 1d8Γ—100 pp(35%); 3d10 gems(20%); 1d10 jewellery (10%); 3 magic items (30%)
SizeMan-sized
FrequencyRare
Lair25%

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

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.