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BX Vampire

The document outlines the characteristics, abilities, and weaknesses of vampires in a role-playing game context, detailing their level progression, saving throws, and the types of beasts they can summon. It specifies the requirements for becoming a vampire, their combat abilities, and the effects of their bite attack. Additionally, it includes legal information regarding Open Game Content and product identity as per the Open Game License.

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0% found this document useful (0 votes)
46 views2 pages

BX Vampire

The document outlines the characteristics, abilities, and weaknesses of vampires in a role-playing game context, detailing their level progression, saving throws, and the types of beasts they can summon. It specifies the requirements for becoming a vampire, their combat abilities, and the effects of their bite attack. Additionally, it includes legal information regarding Open Game Content and product identity as per the Open Game License.

Uploaded by

DiceDemon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Vampire Vampire Level Progression

Saving Throws Beasts Summoned


Level XP HD THAC0 D W P B S Bite R R+ B B+ W W+
Requirements: Killed by a vampire, Hit Points & Healing
minimum CON 13 Since vampires are already dead, losing all 1 0 1d8 19 [0] 12 13 14 15 16 1d4 – – – – – –
Prime Requisite: CHA their hit points does not kill them. Instead, 2 4,000 2d8 18 [+1] 12 13 14 15 16 1d6 – – – – – –
Hit Dice: 1d8 they turn into a gaseous form, allowing them
3 8,000 3d8 17 [+2] 12 13 14 15 16 1d8 – – – – – –
Armor: Any, including shields to safely flee to their coffin and regenerate (at
Weapons: Any a rate of 1d3 hit points per full day of rest). 4 16,000 4d8 16 [+3] 10 11 12 13 14 1 HD – – – – – –
Languages: Alignment, Common As undead, vampires gain no benefit at all
5 32,000 5d8 15 [+4] 10 11 12 13 14 1 HD 1d2 1d4 1d2 1d6 1d6 1
from magical healing (e.g. cure light wounds,
potion of healing, etc.), but can use their bite 6 64,000 6d8 14 [+5] 10 11 12 13 14 1 HD 1d4 2d4 1d4 2d4 2d4 1d2
Vampires are people cursed with undeath by attack to recover lost hp (see Bite Attack). 7 120,000 7d8 13 [+6] 8 9 10 10 12 2 HD 1d6 3d4 1d6 2d6 2d6 1d4
the bite of another vampire. Most vampires
are driven to evil acts by their all-consuming Undead 8 250,000 8d8 12 [+7] 8 9 10 10 12 2 HD 1d8 4d4 1d8 3d4 3d4 1d6
hunger for blood, but those with incredible  Immunity: Vampires are not truly alive, 9 400,000 9d8 12 [+7] 8 9 10 10 12 2 HD 1d10 5d4 1d10 3d6 3d6 2d4
endurance (CON 13+) are able to resist—or at and so are immune to effects that affect living
Saving Throws — D Death & Poison W Wands P Paralysis & Petrify B Breath Attacks S Spells, Staffs & Rods
least delay—becoming truly monstrous. creatures (e.g. poison). They are also immune Beasts Summoned — R Rats (# of swarms) R+ Giant Rats B Bats (# of swarms) B+ Giant Bats W Wolves W+ Dire Wolves
A newly-converted vampire who was once to mind-affecting or mind-reading spells (e.g.
another class loses all the levels and features charm, hold, sleep). 2nd/ Animal Form 6th/ Shape-changing
of their original class and becomes a 1st level  Turnable: Vampires can be turned by cler- Once per day, a vampire of 2nd level or higher A vampire of 6th level or higher can take any
vampire. ics. Use the vampire’s level as their Hit Dice can assume the form of one of the following of their alternate forms (dire wolf, giant bat,
when consulting the Turning the Undead table. animals (takes 1 round): gaseous cloud) at will (takes 1 round).
Combat  Dire wolf: Att 1 × bite (2d4), MV 150’ (50’).
Vampires can use all types of weapons and Vampire Weaknesses  Giant bat: Att 1 × bite (1d4), MV 30’ (10’) / 7th/ Greater Charm
armor, but often rely on their bite attack.  Coffin resting: A vampire must rest in a 180’ (60’) flying. A vampire of 7th level or higher can use their
coffin during the day or they fail to regenerate Charming Gaze three times per day, and may
Bite Attack their normal 1d3hp per day. A vampire may 3rd/ Charming Gaze use it against a living creature of any HD up
Vampires have a bite attack. The damage of have more than one coffin, and cannot rest in Once per day, a vampire of 3rd level or higher to your current level. For example, a 9th level
the attack depends on the vampire’s level, as a coffin that has been blessed. can gaze into a living creature’s eyes to charm vampire can charm a creature with up to 9 HD.
shown in the level progression table.  Continual light: The light cast by this spell them. The creature must have 4+1 HD or less
 Energy drain: At 4th level and higher, the partially blinds a vampire, giving them -4 to and must save vs spells with a -2 penalty or be 8th/ Mundane Damage Immunity
vampire drains Hit Dice (or experience levels) attack rolls. charmed as per the magic-user spell charm A vampire of 8th level or higher can only be
from their victims. A victim loses any spells,  Garlic: Each round a vampire smells garlic, person. A charmed creature cannot cast spells harmed by magic.
saving throws, or other benefits granted by they can only attack if they save versus poison. or use magic items.
the lost HD. Each HD is rolled to determine  Holy symbols: A vampire cannot directly
how many hit points the victim loses. approach within 10' of a person presenting a 4th/ Gaseous Form
 Drinking blood: After making a successful holy symbol. Once per day, a vampire of 4th level or higher
bite attack, the vampire can choose to drink  Mirrors: Vampires will avoid mirrors, as can become a gaseous cloud (takes 1 round):
their victim’s blood, adding the victim’s lost they do not cast reflections.  Gasous cloud: MV 180’ (60’) flying. In this
hit points to the vampire’s current hp (up to  Running water: A vampire cannot cross form, the vampire is immune to all weapons,
the vampire’s maximum hp). running water, except via a bridge or while but cannot attack.
 Creating a new vampire: Drinking their being carried in a coffin. Being immersed in
blood doesn’t necessarily curse a victim with running water for 1 turn permanently kills a 5th/ Summon Beasts
vampirism. The vampire must first reduce a vampire. Once per day, a vampire of 5th level or higher
victim to 0 hp through their bite attack, and  Stake through the heart: This technique can summon creatures from the surrounding
then the vampire can choose to let the victim permanently kills a vampire. area: rats (swarm), giant rats, bats (swarm),
die or transform them. The body of the victim  Sunlight: Each round a vampire is exposed giant bats, wolves, or dire wolves. The number
rises as a new vampire after 3 days. to sunlight, they must save versus death or be of beasts appearing depends on the vampire’s
permanently killed. level, as shown in the level progression table.
Open Game License
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