For
OSR Adventures
[1]
Gothak Vampirism. Exclusive to orcs/goblins/greenskins. Their skin
sheds constantly, leaving them lime green like an orc baby. They lose
much of their physical strength (scary for orcs), but darkness near
them is supernaturally inky and cannot be penetrated by dark vision.
(also scary for orcs.)
[2]
Rigorak Vampirism. Can control rigor mortis in corpses, letting them
bend corpses into different poses, as mannequins, or even furniture.
Hands become horribly inflexible, giving -2 to all lockpicking
attempts and cannot make certain hand signs.
[3]
Gnoll Vampirism. Gnoll Vampires are sometimes called 'Bouda'. Their
bodies are hunched and must move on 4 legs, but their insatiable
hunger lets them drive after prey for miles and imitate voices. If
your Gnolls could already imitate voices, Bouda can shapeshift to
look like other people too as long as they imitate their voice.
[4]
Melivel Vampirism. They count all their stats as -3 modifier in the
presence of anti-magical devices and spells, but can 'drink' a
spellbook's ink like blood. Can cast any spell they drink once.
[5]
Day-Walker Vampirism. Weak strain of vampirism that has no trouble in
the sunlight, but only has one or two of the vampire powers.
[6]
Feral Vampirism. The newly turned vampire, over the course of 10
years become totally feral regardless of how much blood they feed
upon. Over the next few centuries they slowly morph into a bat like
creature with extremely high AC and damage, an unending thirst for
blood.
[7]
Noble Vampirism. Vampires retain all morality upon being turned,
prefer to feast on animal blood or have willing partners to donate
blood to. Still treated with scorn and will probably be killed if
secret is revealed to normal folk.
[8]
Dust Vampirism. Instead of having thralls, these vampires creates
dust wraiths to guard their tombs and hideouts. Double weakness to
fire.
[9]
Genetic Vampirism. Usually manifests later in life, or automatically
'replaces' any other strain of vampirism the person catches. Roll one
random stat, that stat is treated as a 20 once you fully turn and are
fed with blood.
[10]
Merchant Vampirism. Must stop to count small objects, like beans or
stones, if spread across an area they are hunting. They can also
command coins and can smell gold and silver.
[11]
Morakath Vampirism. This vampire grows huge scaly plates on their
chest and back, granting +3 AC, but heavy and lumbering footsteps
make them unable to be very sneaky.
[12]
Demonic Vampirism. This vampire grows horns and can sign magic
contracts with mortals. They are doubly effected by Turn
Undead and holy water.
[13]
Animal Vampirism. Lets certain animals, like dogs or horses, become
vampires if infected. Humans cannot catch it, but can be carriers, so
if you're bitten by a wolf you could accidentally give it vampirism.
[14]
Righteous Vampirism. Those infected with this become devoutly
religious to whatever local religion is most prominent in their area,
and will constantly pray and atone for the sin of being a vampire.
Anyone they drink blood from recovers from the blood loss twice as
quickly as normal, and they cannot be turned like other undead.
[15]
Cyclopean Vampirism. Painful first years of transformation as one eye
swells to take up center of face while the other slowly shrinks and
is consumed by the skull. Single unblinking eye requires a damp lair,
but can see extremely far and well in the night, and gets +2 AC from
projectile attacks come from directly in front of it. Horrible
peripheral vision means it is easy to flank and sneak past if you
keep to its sides.
[16]
Wine Vampirism. Vampires must drink blood mixed with wine that is
fermented in their lairs, but are extremely intelligent and can trick
most people into doing what they wish.
[17]
Imp-Lord Vampirism. Vampires of this are only made through dark
magic. When they bite and turn someone else, they become a lowly imp
instead. When the vampire lord dies, the strongest imp becomes the
new Imp-Lord and rules the other vampire imps. Imps are notoriously
untrustworthy and plot against their vampire master constantly.
[18]
Sword Vampirism. This vampire is normally in the form of a magic
sword, with +1 bonus per 100 years they have been a vampire. Can
whisper to anyone holding it to feed it blood by killing people with
it, which feeds the vampire. Can make the sword move or take on
temporary bat/wolf form but makes them very hungry and tired. Sword
is not damaged by the sun but grants no magic bonus during daylight
hours.
[19]
Impaler Vampire. Instead of drinking blood, this vampire needs to
impale people instead, draining their life force as they slowly die.
Can conjure stone spikes beneath foes as a magic attack, immune to
piercing damage.
[20]
Black Vampire. Skin turns black as the abyss as they age, all light
hurts them but they move twice as fast in the darkness as normal
vampires, they gain knowledge of black magic, and can drain your
blood just by touching you.
[21]
Psychic Vampire. This vampire absorbs psychic lifeforce instead of
physical, meaning anyone who touches them loses all charisma bonus
for a time and becomes listless and boring. Can once per night per
hundred years as a vampire blast people with psychic energy, dealing
1d6 damage.
[22]
Obese Vampirism. This vampire still feels the need to eat food though
undead, and grows swollen with rotten food in its belly. Can eject
noxious cloud of gas that stuns, paralyzes, or causes minor damage
once per night.
[23]
Golafan Vampirism. This vampire can hide in the 'skin' of any animal
or person it touches, only to jump out at an opportune time to drink
blood. Anything with the vampire hidden inside them tends to have
cramps and weird pimples growing on them, hinting at the hidden
vampire inside.
[24]
Hydra Vampirism. Grows an extra identical head once every 100 years
they've spent as a vampire. All of their heads can sprout bat wings
and fly around, swooping in to drink blood. But if the body is
destroyed or heart is staked all their heads will perish in a puff of
flame.
[25]
Undergrowth Vampirism. This vampire must live in the woods, and can
move freely through plants and brush. They control armies of ticks to
drink blood for them, which they mash up into bread once the tick is
fat on blood. Must sleep under huge piles of fallen wood and leaves
during the day. They can also weave talismans of twigs and leaves
that scare people from investigating their lairs. These vampires are
scared of humans and very weak in a fight.
[26]
White Vampire. These vampires can only drink blood from willing
sacrifices and are invisible to most people except who they were
directly related to in life. Tend to keep to themselves but will try
to protect their descendants using vampire powers and secret wisdom.
[27]
Feline Vampire. This vampire grows cat ears, tail, and red cat eyes.
Incredible agility and senses, but a dog's bark has the same effect
as a Turn Undead
effect on them, where the Turn
Undead level is equal to
the number of dogs they hear.
[28]
Fog Vampires. Cannot take physical form except as a fog when weather
conditions allow. Everyone within the red fog takes 1 damage every
turn, but they cannot be hurt by physical means.
[29]
Zommethel Vampirism. Once turned they shrink and grow huge, calloused
hands. They can repair magical equipment and almost anything else but
will only do so with a payment for blood. Mostly feed on rats and
livestock, too busy crafting and repairing items to hunt humans.
[30]
Thorny Vampirism. Painfully grows spikes all over its body, cannot
wear armor or clothing. Any blood drawn by the spikes is
automatically absorbed by the vampire.
[31]
Clan Vampirism. Can tell when other vampires who turned them or who
they turned are in danger and get +2 to all actions to aid them. When
once of them dies, the others in their clan have a 1 in 6 chance to
be stunned for a round from the pain.
[32]
Stoic Vampirism. Once turned, these vampires cannot speak, but do not
need to eat blood. They will however find a lair and slay anyone who
tires to enter it like normal vampires however. They spend all their
time not kill intruders sitting silently and doing nothing.
[33]
Taskmaster Vampirism. Cruel vampire with long hair that can be used
as a whip. Lords over weaker creatures with less HD then it has,
letting them gain advantage on morale checks as he whips them to keep
them obedient. If hair is cut off the vampire loses all vampire
powers until it grows back, which could take decades.
[34]
Ruthless Vampirism. These vampires have increased physical strength,
the ability to glide, and have tough skin that grants +2 AC. They can
only feed off one random person they can sense within a mile radius
and must hunt them down and drink their blood before they can get a
new target to feed upon.
[35]
Tempest Vampirism. These vampires are immune to lightning damage and
have metal fangs. They can conjure a storm with a ritual that spans
1d6 nights, and during a storm they can come out in the daytime, as
long as the sun is covered up by black and roiling clouds.
[36]
Toad Vampirism. Warty, can hop long distances, and has a very long
tongue that sucks blood like a proboscis. They can feed off people
through their windows without entering their houses, or can attack
from a range with their tongue. If kissed by a beautiful person of
the opposite sex, they turn into a toad permanently.
[37]
Ridge Vampirism. This vampire needs to suck out bone marrow instead
of blood, but is physically weak except for incredible climbing
ability. Can conjure lights and create ghostly howls at night, lures
and scares travelers off cliff to fall to the ground below so they
can suck their broken bloody bones.
[38]
Uterus Vampirism. When a fetus is somehow infected with vampirism, it
dies and becomes a spirit that infects women who are impregnated,
feeding off their life force while a stillborn child grows inside
them. Can be cured with a few different magical methods, or by the
women having sex with a priest.
[39]
Puddle Vampirism. This vampire is purely a liquid, any blood spilled
in it feeds the vampire. Can resist gravity and flow where it wants
to, and can split up its body into many small puddles and pools. It
usually sets itself up under traps, or into drinks where if it is
drunk deals 1d4 damage internally to the person who drank them. In
the sunlight, this liquid evaporates in seconds.
[40]
Bereaved Vampirism.
This vampire attends funerals, slowly draining the blood from the
corpse simply by proximity, can even do this once the person is
lowered into the ground and buried, but once they leave the site they
cannot drink blood from a buried corpse instead. Usually pretty
harmless, but if they get hungry they may start murdering people to
cause more funerals.
[41]
Bedbug Vampirism. Vampires that can turn into swarms of bugs. Usually
invade people's houses to live in their mattresses and feed on them
while they sleep. Weak to fire, and if the mattress is burned while
they are in it they cannot escape.
[42]
Oxalath Vamprisim. These vampires grow a few inches in height and
their bones turn hard as iron, making them incredibly strong. If they
fall into water they cannot swim. Cannot be hurt by bludgeoning
weapons.
[43]
Chromatic Vampirism. These vampires victims turn white temporarily,
and they can conjure blinding rainbow lights once per night.
[44]
Warden Vampirism. These vampires can only feed of the blood of poorly
treated prisoners, and often capture humans to keep in cages and beat
mercilessly. Whenever they are wounded they can sprout iron chains
from the wound that can wrap around and disable their foes.
[45]
Jingaal Vampirism. Cruel vampires skilled in dark magic. Once per
night per 100 years as a vampire; they can reduce a target's maximun
health by -1d6 points. If you hold a “lucky” item, like a
horseshoe or rabbit foot, you get advantage on the saving throw vs
magic.
[46]
Frozen Vampirism. These vampires are unnaturally cold and ice forms
on them when they sleep during the day in their coffins; granting
them +3 AC until melted off by a fire spell. They are not actually
weak to fire, but any symbol of spring like a flower or butterfly
causes them to flee in panic.
[47]
Leech Vampirism. Bottom half of vampire becomes a fat slug body,
making them unable to go up stairs faster then a snail's pace but
move faster through muck and slime. They can crush people even in
plate armor and suffocate them if they get on top of them with their
slug parts.
[48]
Cosmic Vampirism. Vampires that come from another dimension entirely,
inhabiting the bodies of dead mortals. They barely understand how our
bodies move, making them very uncoordinated and unable to use
weapons, but can conjure powerful elements and blasts from the stars,
give you mind-shattering visions from other worlds and can teleport
10ft each round instead of their usual hobbling walk. If enough
vampires of this type die at the same time, it may rip a hole big
enough for something far worse to come through.
[49]
Kofic Vampirism. These vampires spend the first 5 years of their
undeath drinking huge amounts of blood and spewing it out in tiny,
shiny round red orbs. They are too feral in the early years to keep
these with them, and just leave the orbs around. These orbs are
mildly magical, and are tied to the vampire's strength and life
force. After 5 years they 'wake up' and must quest to find their
blood orbs lest they fall into enemy hands.
[50]
Tyrant Vampirism. The most potent and powerful kind of vampires; it
is believed that only those who have done 3 great deeds of evil, or
666 minor deeds of evil in life can become a Tyrant Vampire, and can
only be created through a special ritual performed by lesser vampires
or from another Tyrant Vampire. Tyrant
vampires only take 1 point of damage from non magical weapons, they
can animate bodies drained of blood into husks that act like zombies,
and they are treated as two HD higher for the effects of Turn
Undead.
Tyrant vampires are also known to control many other lesser clans and
strains of vampirism to accomplish their goals.
Tyrant vampires are terrified of and cannot act against children. The giggling of children stuns them in place and the touch of a baby turns them to dust and destroys them instantly.
No comments:
Post a Comment