GameLab / OS-SIX / Gothic Horror / Monsters - Vampires

Vampires

Driven by an eternal hunger that can never be sated, vampires remain the most fascinating and dangerous of all gothic monsters— equally mysterious, seductive, and terrifying. In many ways, vampires are the most human of the undead, which makes them particularly challenging to root out. Some even walk among the living, leading seemingly normal lives after sundown, moving to a new location and changing their identity every few decades to avoid suspicion.

In the remote outlands and derelict graveyards, feral vampires and ghouls are little more than mindless, bloodthirsty beasts. But in the cities, Purebloods pose as nobles and mingle with aristocrats and even royalty, praying on their greed, lust, and vanity.

Vampirism

Both a supernatural disease and a curse, vampirism is transmitted only when a person that has been partially drained of blood (but not fully), drinks the blood of a Pureblood vampire, either willingly, unwillingly, or unintentionally. Only a few drops are needed. Within 48 hours, the infected person will begin the transformation, which takes another 24 hours to complete, turning them into a spawn at dusk on the third day.

Although most people do not wish to be fed upon or turned into spawn, they have been beguiled and therefore have no say in the matter. Some people, however, seek to consort vampires out of fascination or lust for eternal life.

During the transformation, the person becomes incapacitated, feverish, manic, and extremely sensitive to light. They may call out in fear one minute and moan with pleasure the next, stuck in a loop of terror and ecstasy. They may also experience vivid hallucinations, seeing their creator in the room with them, despite no one being there.

Older vampires can also choose to completely drain a target, which kills them and transforms them into a spawn within 24 hours, although this weakens the creator for several days.

The only way to cure a person infected with vampirism is to slay their creator before the transformation concludes. This leaves a 72-hour window only. After that point, even if the creator is slain, the person will remain a vampire.

According to some lore, exceedingly rare arcane relics and spells may possess the power to cure vampirism, but these artifacts are nearly impossible to find. The only other known cures are:

  1. Capture a djin to gain D3 wishes, using one to cure the lycanthropy

  2. Angelic or divine intervention

Vampire Lore

Known by an array of names in different regions, including vampyr, aswang, balbal, muroni, and upiór, among many others, few supernatural creatures have become more ubiquitous in folklore than the vampire. Contrary to the old wives tales, true vampires are unaffected by garlic and most holy symbols. Holy water is only effective as a tool for identifying a potential vampire (it deals D3 damage and causes their skin to sizzle), although it does stall regeneration.

A true vampire can only be permanently destroyed by driving a wooden stake through its black heart and removing its head, but only while the vampire is incapacitated or restrained. Otherwise, attempting to stake an active vampire is pure folly.

Vampires can and will enter a dwelling or other structure without being invited, except on holy or hallowed ground (i.e. a church or shrine that is protected by a benevolent deity).

Similar to other supernatural creatures, the vampire species also has a distinct hierarchy.

  • When a person has been turned by a Pureblood, it usually doesn’t take long for their creator to lose interest and discarded them back into the world. Cold, confused, hungry, and permanently severed from life, their only bond is to their creator, who may or may not retain them as a minion or servant. For the first decade, spawn learn to control their bloodlust and newfound strength. During this time, many spawn act recklessly and are killed by Jäger or groups of commoners. After several decades of survival and serving their progenitor, they may eventually ascend from “Newblood” to “Pureblood” status.

    HP: 35 | Morale: 7 | Movement: 40 | Armor: D3 | Attacks: Claw, Bite

    Spawn always appear in human form and cannot transform. Sunlight prevents them from regenerating and direct exposure deals 2D6 damage per round.

    Climb: Spawn can climb any surface with ease, including walls and ceilings.

    Regeneration: Spawn regain 6 (2D6) HP at the beginning of their turn if they have at least one HP and aren’t exposed to sunlight. If they take sunlight damage or are doused in holy water, they do not regenerate on their next turn.

    ACTIONS

    On its turn, a Spawn can grapple, or make two melee attacks (only one can be bite).

    Grapple: The Spawn attempts to grab and hold a near target. The target rolls Brawn. On a complete success, they are not grappled. On a partial success, they are grappled, but may immediately make one melee attack against the vampire. On a failure, they are grappled and the vampire immediately makes a bite attack. A grappled target rolls defense with a penalty.

    Claw (Melee): (6) 2D6 damage.

    Bite (Melee): Target must be grappled, prone, staggered, restrained, incapacitated, or unconscious. (9) 3D6 damage. The Spawn regains (6) 2D6 HP and the target’s max HP is temporarily reduced by this amount. The reduction remains until the target finishes a long rest or the Spawn is destroyed.

    If a character drinks blood from a Spawn after being bitten, they will rise as a Ghoul in 72 hours, unless the spawn is destroyed first.

  • After half a century or so, a vampire spawn may ascend to become a “Pureblood” vampire and will no longer be looked down upon by other Purebloods. There is no formal ceremony to confirm this status. A spawn ascends when they have mastered their hunger, learned new powers, and developed enough knowledge and cunning to pass as a human. Only then can they re-enter society (including the secret brotherhood of Purebloods, known as “The Bloodline.”)

    HP: 50 | Morale: — | Movement: 40 | Armor: D6 | Attacks: Claw, Bite, Beguile

    Purebloods usually appear in human form. However, they can transform into a bat at will. If exposed to sunlight (real or magical), they cannot transform for one turn. Sunlight prevents them from regenerating and direct exposure deals D6 damage per round.

    Fly/Climb: Purebloods can only fly in bat form. Their flying speed is 40 feet. They can also climb any surface with ease, including walls and ceilings.

    Regeneration: Purebloods regain 6 (2D6) HP at the beginning of their turn if they have at least one HP and aren’t exposed to sunlight. If they take sunlight damage or are doused in holy water, they do not regenerate on their next turn.

    Second Phase

    The first time a Pureblood is reduced to zero or fewer hit points, it immediately regains 50 HP, moves up to its full movement (40 feet), and immediately takes an action.

    If reduced to zero or fewer hit points after this second phase, the Pureblood falls prone and becomes incapacitated for 12 hours. During that time, it can be destroyed by a stake through the heart and beheading or exposure to sunlight, turning its body to dust. Otherwise, it begins to regenerate 6 (2D6) HP an hour.

    ACTIONS

    On its turn, a Pureblood can change form, beguile, grapple, or make two melee attacks (only one can be bite).

    Grapple: The Pureblood attempts to grab and hold a near target. The target rolls Brawn or Agility. On a complete success, they are not grappled. On a partial success, they are grappled, but may immediately make one melee attack against the vampire. On a failure, they are grappled and the vampire immediately makes a bite attack. A grappled target rolls defense with a penalty.

    Claw (Melee): (9) 3D6 damage.

    Bite (Melee): Target must be beguiled, grappled, prone, staggered, restrained, incapacitated, or unconscious. (12) 4D6 damage. The Pureblood regains (6) 2D6 HP and the target’s max HP is temporarily reduced by this amount. The reduction remains until the target finishes a long rest or the Pureblood is destroyed. If a character is reduced to zero HP or less by this bite, they die (no Brawn roll) and rise the next nightfall as a vampire spawn under the Pureblood’s control.

    Beguile: The Pureblood attempts to beguile a near target that it can see. If the target can see the vampire’s eyes, they roll Will. On a full success, they resist beguilement and cannot be beguiled by the Pureblood again. On a partial success, they are beguiled for one minute. On a failure, they are beguiled for 24 hours, until the Pureblood is destroyed, or until the vampire releases control.

    A beguiled person regards the Pureblood as a friend and ally, doing their best to protect them and follow their commands. If the Pureblood or its minions do anything to harm the beguiled person, they may repeat the Will roll, ending the effect on a full success or pausing the effect for one turn on a partial success.

    Summon Minions (1/day): The Pureblood summons D6 wolves or D2 vampire spawn, who arrive in D3 rounds to protect their master. They flee if the Pureblood is destroyed.

  • After several centuries, a Pureblood may ascend one final time to become an Ancient, taking their place among the highest echelon of The Bloodline. However, as vampires grow ancient, the minuscule vestige of their humanity continues to shrink, bringing them ever closer to turning feral with each passing century. Eventually, all will succumb, except for the first vampire, Drakhul.

    HP: 60 | Morale: — | Movement: 40 | Armor: 2D6 | Attacks: Claw, Bite, Beguile, Rune

    In their true form, ancients appear monstrous, with clawed hands and feet, leathery skin, and glowing red eyes. If a character witnesses this form, they must roll Will, taking D3 Strain on a failure and becoming Terrified for D2 turns. On a partial success they take one Strain.

    Forms: Ancient vampires usually appear in human form. However, they can transform into a bat or mist at will. As mist, they can pass through small cracks in walls and structures. If exposed to sunlight (real or magical), they cannot transform for one turn. Sunlight prevents them from regenerating and direct exposure deals D6 damage per round.

    Fly/Climb: Ancient vampires can fly in either bat form, true form, or human form. Their flying speed is 40 feet. They can also climb any surface with ease, including walls and ceilings.

    Regeneration: Ancient vampires regain 9 (3D6) HP at the beginning of their turn if they have at least one HP and aren’t exposed to sunlight. If they take sunlight damage or are doused in holy water, they do not regenerate on their next turn.

    Second Phase

    The first time an ancient is reduced to zero or fewer hit points, it immediately transforms into true form. It regains 60 HP, moves up to its full movement (40 feet), and immediately takes two actions (only one can be bite and one can be a spell).

    If they are reduced to zero or fewer hit points after this second phase, the ancient immediately turns to mist and retreats to its coffin. It’s body reforms there but remains incapacitated for 12 hours. During that time, it can be destroyed by a stake through the heart and beheading or exposure to sunlight, turning its body to dust. Otherwise, it begins to regenerate 9 (3D6) HP an hour.

    ACTIONS

    On its turn, an ancient can change form, cast a rune spell, beguile, grapple, or make two melee attacks (only one can be bite).

    Grapple: The ancient attempts to grab and hold a near target. The target rolls Brawn or Agility. On a complete success, they are not grappled. On a partial success, they are grappled, but may immediately make one melee attack against the ancient. On a failure, they are grappled and the vampire immediately makes a bite attack. A grappled target rolls defense with a penalty.

    Claw (Melee): (9) 3D6 damage.

    Bite (Melee): Target must be beguiled, grappled, prone, staggered, restrained, incapacitated, or unconscious. (12) 4D6 damage. The ancient regains (6) 2D6 HP and the target’s max HP is temporarily reduced by this amount. The reduction remains until the target finishes a long rest or the ancient is destroyed. If a character is reduced to zero HP or less by this bite, they die (no Brawn roll) and rise the next nightfall as a vampire spawn under the ancient’s control.

    Beguile: The Ancient attempts to beguile a near target that it can see. If the target can see the ancient’s eyes, they roll Will. On a full success, they resist beguilement and cannot be beguiled by the ancient again. On a partial success, they are beguiled for one minute. On a failure, they are beguiled for 24 hours, until the Ancient is destroyed, or until the Ancient releases control.

    A beguiled person regards the ancient as a friend and ally, doing their best to protect them and follow their commands. If the Ancient or its minions do anything to harm the beguiled person, they may repeat the Will roll, ending the effect on a full success or pausing the effect for one turn on a partial success.

    Summon Minions (1/day): The Ancient summons 2D6 wolves or D3 vampire spawn, who arrive in D3 rounds to protect their master. They flee if the ancient is destroyed.

    Spellcasting

    Ancients have five spell points and can cast the following Rune spells:

    1. Dark Grasp (1 SP): A black tendril shoots from the vampire’s hand, wrapping around a target within 25 feet. The target rolls Defense. On a full success, they evade the tendril. On a partial success, they take D6 damage. On a failure, they take 2D6 and are Restrained until the beginning of the vampire’s next turn.

    2. Reanimate (1 SP): The vampire touches a dead humanoid creature. It reanimates and becomes a Zombie under its control. After a day, it turns to dust.

    3. Hellfire Blast (2 SP): A 15-foot gout of flame surges forth from the vampire’s open mouth toward one target. The target rolls Defense, taking 4D6 fire damage on a failure or 2D6 on a partial success.

  • Rare ancient feral vampires stalk the outskirts of towns, forests, and remote populated areas under cover of darkness, searching for victims to drain of blood before returning to their coffin or crypt to sleep for months or years at a time. They are typically hairless with pronounced features, including long pointed ears, elongated fingers and claws, bloodshot eyes, pale grayish skin, and an emaciated skeletal appearance.

    Although no longer as powerful as Ancient Purebloods, these feral monstrosities are still extremely formidable.

    HP: 100 | Morale: — | Movement: 30 | Armor: None | Attacks: Claw, Bite

    When a character witnesses an ancient feral vampire, they must roll Will, taking D3 Strain on a failure and becoming Terrified for one turn. On a partial success they take one Strain.

    Ancient feral vampires avoid sunlight, which deals 2D6 damage per round.

    Climb: Ancient feral vampires can climb any surface with ease, including walls and ceilings.

    Regeneration: Ancient feral vampires regain 9 (3D6) HP at the beginning of their turn if they have at least one HP and aren’t exposed to sunlight. If they take sunlight damage or are doused in holy water, they do not regenerate on their next turn.

    ACTIONS

    On its turn, an ancient feral can grapple or make two melee attacks (only one can be bite).

    Grapple: The vampire attempts to grab and hold a near target. The target rolls Brawn or Agility. On a complete success, they are not grappled. On a partial success, they are grappled, but may immediately make one melee attack against the vampire. On a failure, they are grappled and the vampire immediately makes a bite attack. A grappled target rolls defense with a penalty.

    Claw (Melee): (9) 3D6 damage.

    Bite (Melee): Target must be beguiled, grappled, prone, staggered, restrained, incapacitated, or unconscious. (12) 4D6 damage. The vampire regains (6) 2D6 HP and the target’s max HP is temporarily reduced by this amount. The reduction remains until the target finishes a long rest or the vampire is destroyed.

    Note: Ancient feral vampires do not turn people into spawn.

  • When a vampire spawn attempts to create another vampire (either intentionally or unintentionally), the result is a ghoul, also called a “Foulblood.” Far from true vampires, ghouls are ravenous, feral, and inhuman-looking undead creatures that feed upon corpses and vermin, usually taking up residence in graveyards, catacombs, sewers, and other underdark locations.

    HP: 25 | Morale: 6 | Movement: 30 | Armor: None | Attacks: Claw, Bite

    Foulbloods avoid sunlight. Direct exposure deals 2D6 damage per round.

    Climb: Foulbloods can climb any surface with ease, including walls and ceilings.

    ACTIONS

    On its turn, a Foulblood can make two melee attacks (only one can be bite).

    Claw (Melee): (3) D6 damage.

    Bite (Melee): Target must be prone, staggered, restrained, incapacitated, or unconscious. (6) 2D6 damage. When bitten by a ghoul, the target must roll Brawn. On a failure, the wound becomes infected. If a person dies from this infection, they will rise as a ghoul on the next sunset.

  • A human that has been bitten by a Pureblood may be beguiled into serving them, although many choose to serve their vampire masters willingly in hopes of being turned. In the meantime, they act as messengers, couriers, servants, thugs, concubines, or just food. In some cases, thralls are promised wealth and opportunity by their masters in exchange for their service, which can last years.

    Most Purebloods have created a dozen or more thralls. A thrall always knows the location of its vampire master, and the master knows the location of all its thralls. If a thrall is killed, its master will know they are dead, but may or may not care to do anything about it. However, most Purebloods have a “favorite thrall,” which they usually keep nearby. If this thrall is ever killed, there is a high likelihood its master will seek vengeance. The favored thrall holds some power over the other thralls and may issue orders on behalf of their master.

    Thralls maintain a pecking order, usually based on who has been enthralled longest, but not always. In some case, a newer thrall may quickly rise to become the new favorite, which angers older thralls. Thralls are inherently jealous and mistrusting of other thralls. However, infighting may result in a rebellious thrall being destroyed by its master, so fear keeps them in line most of the time.

    HP: 10 | Morale: 6 | Movement: 30 | Armor: None | Attacks: Unarmed or weapon

    Thralls are living people that serve their vampire master. Some are capable fighters that can use weapons. Others are just commoners or socialites.

    ACTIONS

    Unarmed Strike: D3 damage.

    Sword Strike: D6 damage.

  • Believed to have been destroyed centuries ago, Drakhul has been lying dormant for 600 years in a crypt beneath an ancient keep called Cetate de Munte, located in the far-flung Gri Mountains. An old prophesy tells of Blutmond, the Blood Moon, that occurs every six centuries. When the crimson moon becomes full, evil will spread woe across the land.

    During the previous Blutmond, Drakhul’s army was slain in the final battle of a terrible war. As he lay dying on the battlefield — believing he was betrayed by the gods — Drakhul renounced and cursed the gods, who in turn cursed him to eternal undeath.

    As a vampire, Drakhul took vengeance upon his enemies, slaying hundreds before eventually being caught and destroyed, or so it was thought.

    This time, when the moon turns to blood, Drakhul will awaken and begin assembling an army of undead. If he succeeds, the world will be cast in perpetual night and vampires will reign unfettered.

    Drakhul should represent one of the most formidable foes in any gothic campaign due to his calculating patience, high intelligence, and immense power. Once awakened, he uses other vampires and thralls to carry out his bidding, protect his domain, and go out into the world to spread chaos and build his army.

    Although he commands allegiance from most undead, Drakhul does have enemies. Lycans hate all vampires. Revenants killed by or betrayed by vampires are also sworn enemies. Finally, a secretive faction of vampire-hunting priests, known as the Order of the Azure Cloth, have sworn to destroy all undead abominations, especially vampires. However, the order only suspects that Drakhul may have never been fully destroyed.

    Drakhul

    HP: 100 | Movement: 40 | Morale: — | Armor: 2D6 | Attacks: Claw, Bite, Beguile, Rune

    In his true form, Drakhul appears as a seven-foot tall demonic creature with large bat-like wings, clawed hands and feet, dark leathery skin, glowing red eyes, and a vampire bat-like face. If a character witnesses this form, they must roll Will, taking D6 Strain on a failure and becoming Terrified for D3 turns. On a partial success they take D3 Strain.

    Human Form: Drakhul usually appears to be a handsome and regal man in his late thirties, dressed in fine clothing. His long, dark hair shows a thin streak of silver and his dark hazel eyes shimmer like a cat’s eyes in the darkness.

    Other Forms: Drakhul can transform into a bat, rat, wolf, or mist at will. As mist, he can pass through the smallest cracks in walls and structures. If exposed to sunlight (real or magical), he cannot transform for one turn. Sunlight prevents him from regenerating and direct exposure deals D6 damage per round.

    Fly/Climb: Drakhul can fly in either bat form, true form, or human form. His flying speed is 40 feet. He can also climb any surface with ease, including walls and ceilings.

    Regeneration: Drakhul regains 12 (4D6) HP at the beginning of his turn if he has at least one HP and isn’t exposed to sunlight. If he takes sunlight damage or is doused in holy water, Drakhul does not regenerate on his next turn.

    Second Phase

    The first time Drakhul is reduced to zero or fewer hit points, he immediately transforms into his true form. He regains 100 HP, moves up to his full movement, and immediately takes three actions (only one can be bite and one can be a spell).

    If Drakhul is reduced to zero or fewer hit points after his second phase, he immediately turns to mist and retreats to his coffin. His body reforms there but remains incapacitated for 12 hours. During that time, he can be destroyed by a stake through the heart and beheading or exposure to sunlight, turning his body to dust. Otherwise, he begins to regenerate 12 (4D6) HP an hour.

    ACTIONS

    On his turn, Drakhul can change form, cast a rune spell, beguile, grapple, or make two melee attacks (only one can be bite). While on the grounds of his keep, Drakhul takes two actions on his turn.

    Grapple: Drakhul attempts to grab and hold a near target. The target rolls Brawn or Agility. On a complete success, they are not grappled. On a partial success, they are grappled, but may immediately make one melee attack against Drakhul. On a failure, they are grappled. If Drakhul grapples a target, he immediately makes a bite attack (automatic hit).

    Claw (Melee): (12) 4D6 damage.

    Bite (Melee): Target must be beguiled, grappled, staggered, restrained, incapacitated, or unconscious. (18) 6D6 damage. Drakhul regains (9) 3D6 HP and the target’s max HP is temporarily reduced by this amount. The reduction remains until the target finishes a long rest or Drakhul is destroyed. If a character is reduced to zero HP or less by Drakhul’s bite, they die (no Brawn roll) and rise the next nightfall as a young vampire under Drakhul’s control.

    Beguile: Drakhul attempts to beguile a near target that he can see. If the target can see Drakhul’s eyes, they must roll Will. On a full success, they resist beguilement and cannot be beguiled by him again. On a partial success, they are beguiled for one minute. On a failure, they are beguiled for 24 hours, until Drakhul is destroyed, until Drakhul releases control.

    A beguiled person regards Drakhul as a friend and ally, doing their best to protect him and follow his commands. If Drakhul or his minions do anything to harm the beguiled person, they may repeat the Will roll, ending the effect on a full success or pausing the effect for one turn on a partial success.

    Summon Minions (1/day): Drakhul summons D6 wolves and D3 vampire spawn, who arrive in D3 rounds to protect their master. They flee if Drakhul is destroyed.

    Spellcasting

    Drakhul has seven spell points and can cast the following Rune spells:

    1. Dark Grasp (1 SP): A black tendril shoots from Drakhul’s hand, wrapping around a target within 25 feet. The target rolls Defense. On a full success, they evade the tendril. On a partial success, they take D6 damage. On a failure, they take 2D6 and are Restrained until the beginning of Drakhul’s next turn. If Drakhul restrains a target, he can immediately pull them up to 10 feet and make a bite attack if they are within 5 feet.

    2. Reanimate (1 SP): Drakhul touches a dead humanoid creature. It reanimates and becomes a Zombie under his control. After a day, it turns to dust.

    3. Hellfire Blast (2 SP): A 15-foot gout of flame surges forth from Drakhul’s open mouth toward one target. The target rolls Defense, taking 4D6 fire damage on a failure or 2D6 on a partial success.

    4. Rotting Grasp (3 SP): Drakhul touches the limb of a living creature. The target rolls Defense, taking 6D6 damage on a failure or 3D6 on a partial success. If the damage is 18 or higher, the limb rots away and falls off.