Few creatures are as iconic to modern pop culture, be it fantasy and horror, as the vampires. Few creatures have also been through such a long and convoluted transformation which is still going on today. The 'modern' vampire emerged from Gothic horror fiction: Varney the Vampire, Carmilla, The Vampyre and of course Dracula. The one which really made it's mark on pop culture is Dracula, obviously. I'm sure this one need no introduction.
Blood suckers. Immortals. Creatures of the night. Vampires. They (used to) inspire fear but nowadays most people know the basics on what vampires can and cannot do. Combined with pop culture increasingly humanizing them and removing the more obscure and symbolic powers has resulted in a monster which is, frankly, less monster and more human. To some extent, this humanization can make Vampires just as if not more terrifying but one has to admit that losing their near-demonic side has cheapened the creature. At least this is how I feel when it come to vampire: they're not monstrous or scary anymore unless someone goes out of their way to make them a genuine threat. These tables will generate something a bit like a 'Gothic vampire' with a few twists.
How much Hit Dice does it have?
| d10 |
Number of Hit Dice |
| 1-2 |
6 Hit Dice. Least of the true
vampires but still a threat. Roll 2 Defensive Powers and 1d4+1 Others Powers. |
| 3-4 |
8 Hit Dice. A dangerous threat. Roll 2 Defensive Powers and 1d4+2 Others Powers. |
| 5-6 |
10 Hit Dice. A terrifying menace. 50% chance of being immune to non-magical weapons. Roll 2 Defensive Powers and 1d4+3 Others Powers. |
| 7-8 |
12 Hit Dice. A vampiric lord
of some kind. Immune to non-magical weapons. Roll 3 Defensive Powers and 1d4+4 Others Powers. |
| 9 |
14 Hit Dice. A dreaded and powerful vampire lord. Immune to non-magical weapons. Roll 3 Defensive Powers and 1d4+4 Others Powers. |
| 10 |
16 Hit Dice. A nearly god-like fiend of the night. Immune to non-magical weapons. Roll 4 Defensive Powers and 1d4+4 Others Powers. |
What does it look like?
| d6 |
Appearance |
| 1 |
Human-Like: The vampire looks
human, safe for being a preserved human corpse. |
| 2 |
Corpse-Like: The creature looks
like a corpse starting to decay. |
| 3 |
Rotten: The flesh of this vampire
has started to rot away. |
| 4 |
Monstrous: Bat ears, flat nose,
bloodshot eyes or maybe abundant body hair. This vampire is a
monster in appearance. |
| 5 |
Supernatural: Be it glowing red
eyes or pale, almost translucent skin this vampire has an abnormal
appearance. |
| 6 |
Impossibly Beautiful: This creature
of the night is simply stunning in appearance. Perfect, even. |
What does it suck?
| d10 |
Food |
| 1-7 |
Blood: The classic, this
vampire sucks blood. |
| 8 |
Breath: It sucks the life
force of others through their breath. |
| 9 |
Psyche: This is a ‘psychic vampire’,
which eat will and conscience. Any effect which refers to
Constitution is replaced with Wisdom. |
| 10 |
Dreams: This vampire eat the
dreams of it’s victims. Any effect which refers to Constitution
is replaced with Charisma. |
| d10 | Preferred Victim |
| 1-7 | Anyone. |
| 8 | Same sex or opposite sex. Roll 1d2. |
| 9 | The sick or dying. Roll 1d2. |
| 10 | Children or pregnant women. Roll 1d2. |
How does it fight?
| d12 |
How it fights |
| 1-7 |
Pummeling: The Vampire is
physically powerful, able to deliver pummeling blow. It inflict
1d10 damage with it’s fists. |
| 8 |
Claws: The vampire has claws
(retractable or not) which inflict 2d6 damage. |
| 9 |
Tongue: The vampire has a
long, flexible tongue which stretch up 10’. It inflicts 1d6
damage and drains 1d4 constitution.
Targets reduced to 0 die. |
| 10 |
Weapon Only: The
Vampire lacks the ability to feed directly in battle. Instead it
wields a weapon and treat any target not wearing magical armor as
having an AC of 9. |
| 11 |
Draining Weapon: The vampire
wields a weapon which sucks whatever the vampire consume out of
the victim. Being hit drain 1d4 constitution. Targets reduced to 0
die. |
| 12 |
Magic: The vampire fights
with accursed blood magic and automatically inflicts 1d6 damage to any target
within 30’. |
How hard is it to kill?
d6
|
Defensive Power
|
1
|
Regeneration: The Vampire
regenerate 3 Hit Points per round.
|
2
|
Resilient: Only take half damage
from non-piercing weapons.
|
3
|
Gaseous Form: Will take this form
instantly when reduced to 0 Hit Points.
|
4
|
Tough: Gain +3 Hit Points/per Hit
Dice.
|
5
|
Inhuman Mind: Immune to charm,
sleep and hold spells.
|
6
|
Hardened Hide: The Vampire has an
AC of 1.
|
 |
If your vampire isn't as much of a monstrous dick, you are doing it wrong. |
What other dread powers does it have?
d20
|
Other Powers
|
1
|
Shapeshifting; The vampire can assume a different form. Roll on the Shapeshifter table.
|
11
|
Weaken Mind: The vampire can break the mind of it's foes. It can cast Feeblemind.
|
|
2 | Undead Minions: The vampire can control it's HD worth in undead minions, usually zombie, skeletons or ghouls. |
12
|
Mirror Image: The vampire can create illusory copies, being able to cast the spell of the same name.
|
|
3 | Animal Minions: As above, but with beasts such as wolves, bats or insects. |
13
|
Flight: The vampire can fly at the same speed as it's land speed, either by having/growing wings or just by flying around.
|
4
|
Hypnosis: Can cast Hold Monster at will by staring into someone's eyes.
|
14
|
Corrode Weapon: Any non-magical weapon which touch the vampire corrode and break instantly.
|
5
|
Wall Crawling: The vampire can walk on walls at will.
|
15
|
Passe Muraille: The vampire can pass through walls. Obviously doesn't work if it needs to be invited.
|
6
|
Corpse Light: The vampire can control light (but not sunlight, obviously) and is able to cast Continual Light and it's reversed version.
|
16
|
Exsanguinating Touch: The vampire's mere touch cause massive bleeding. Save vs Poison/Death or be reduced to 0 Hit Points and bleed out in 2d6 rounds.
|
7
|
Control Weather: The vampire has power over natural forces and can cast the spell of the same name.
|
17 | Blood Shot: The vampire can fire a bodily projectile of some form, with a range of 120' which inflicts 2d6 damage. |
8
|
Dispel Magic: The vampire has dread power over the forces of magic. It can cast Dispel Magic.
|
18
|
Evil Truth: The vampire always knows the darkest and most shameful secret of whoever it meet.
|
9
|
The Swarm: 'Lower' life forms such as bugs can be commanded by the vampire. It can cast Insect Plague.
|
19
|
Moon Child: Cannot be killed as long as the moon appears in the sky.
|
10
|
Repel Magic: The vampire can protect itself from spells. It can cast Anti-Magic shell.
|
20
|
Level Drain: The vampire's touch drain levels.
|
| d6 | Shapeshifter |
| 1 | Wolf. |
| 2 | Bat. |
| 3 | Smoke. |
| 4 | Insect swarm. |
| 5 | Shadows. |
| 6 | It's last victim. |
What weaknesses does it have? (Beside sunlight, of course)
| d6 | Weakness |
| 1 | Cannot enter homes uninvited. Charm Person is a work-around. |
| 2 | Must count any grain thrown at it. |
| 3 | Vulnerable to a specific material. |
| 4 | Cannot cross running water. |
| 5 | Cannot drink the blood of a specific class (for some specific reason). |
| 6 | Repelled by a certain word or song. |
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