Vampires Of AD&D
General:
Of all the chaotic evil undead creatures that stalk the night, none is more dreadful than the vampire. Moving silently through the night, vampires prey upon the living without mercy or compassion. Unless deep underground, they must return to the coffins in which they pass the daylight hours, and even in the former case they must occasionally return to such to rest, for their power is renewed by contact with soil from their graves.
One aspect that
makes the vampire far more fearful than many of it undead kindred is its
appearance. Unlike other
undead creatures, the vampire can easily pass among normal men without drawing
attention to itself for, although its facial features are sharp and feral, they
do not seem inhuman. In many cases,
a vampire’s true nature is revealed only when it attacks.
There are ways in
which a vampire may be detected by the careful observer, however.
Vampires cast no reflection in a glass, cast no shadows, and move in
complete silence.
Combat:
When
engaged in combat, vampires are savage and fearsome opponents.
There are physically very powerful and agile.
The
gaze of a vampire is one of its most powerful and dangerous weapons.
Any person who allows a vampire to look into his eyes will be affected as
if by a charm person spell. In this
manner, vampires are often able to pass posted sentries and surprise their
chosen victims.
Like all undead
creatures, vampires exist in both the Positive Material and Negative Material
planes at the same time. Their
powerful negative essence allows them to drain the life energy from anyone they
strike. If the vampire is making
use of some form of weapon in the attack, it cannot employ this power.
Ordinary weapons,
those without any enchantment, pass through vampires without harming them in any
way. Even if attacked with and
harmed by magical weapons, vampires can regenerate every minutes in which they
have been hurt till completely healed. If
a vampire is in a sense killed it is actually not, the vampire instantly assumes
a gaseous form. Once in this state,
it will attempt to flee and return to its coffin with 2 hours, however, it’s
essence breaks up and the creature is truly destroyed.
Sleep, charm, and
hold spells do not affect vampires. Similarly,
they are unharmed by poisons and immune to paralysis.
Spells based on cold or electricity cause only half normal effect upon
them.
At will, vampires
are able to disperse their bodies into clouds of elemental vapor and assume
gaseous form. In this state, they
are all but immune to attack and can escape from almost any confinement.
In addition, vampires can shape change so as to take on the form of a
large bat.
Vampires can
summon lesser creatures for aid. In
a subterranean environment, they will typically call forth a swarm of 10-100
rats or bats. In the case of the
latter, these do not physically attack but serve to confuse and obscure the
vision of the vampire’s foes. In
the wilderness, a vampire will normally call upon 3-18 wolves for assistance.
In all cases, the summoned animals arrive in 2-12 minutes.
At will, a vampire
can use a spider climb ability and scale sheer surfaces. Often, they will employ this power to gain access to rooms on
upper floors without alerting those on watch downstairs.
This power also permits the vampire to seek refuge in places which are
all but beyond the reach of mortal men.
Despite the great
powers which vampires obviously posses, they are not without weaknesses of their
own. The odor of strong garlic
repels them and they will not approach it.
Further, they will recoil from the face of a mirror or lawful good holy
symbol if either of these is presented to them with courage and conviction.
It is important to understand, however, that this will not drive it off. Garlic will prevent the creature from attacking or entering
the area, while mirrors and holy symbols force the vampire to find some means of
removing the offending object before it can be bypassed.
In most cases, the vampire will seek to overcome these hazards with the
aid of its minions. For example, a charmed person might be called upon to attack
someone who is holding the vampire at bay with a holy symbol.
Another important point to keep in mind is that a lawful good holy symbol
will affect the vampire regardless of the vampire’s original religious
background. Vampires which are
splashed with a vial of holy water or struck with lawful good holy symbols are
burned by them.
Just as vampires
can be kept at bay, so too can they be slain by those who have the knowledge to
do so. Any vampire which is exposed
to direct sunlight is instantly rendered powerless and, after one minute,
utterly annihilated. If the vampire
can be immersed in running water, it loses one-third of it life every minute
till on the third minute it is destroyed. Last,
a vampire can be killed by having a wooden stake driven through its heart.
In this case, however, the creature can be restored simply by removing
the stake if further measures are not taken to ensure the fate of the vampire.
In order for it to be completely destroyed, the vampire’s head must be
cut off and it’s mouth stuffed with holy wafers.
Any human or
humanoid creature slain by the life energy drain of a vampire is doomed to
become a vampire himself. Thus, those who would hunt these lord of the undead
must be very careful lest they find themselves condemned to a fate far worse
than death. The transformation
takes place one day after the burial of the creature.
Those who are not actually buried, however, do not become undead and it
is thus traditional that the bodies of a vampire’s victims be burned or
similarly destroyed. Once they
become undead, the new vampire is under complete control of it’s killer. If that vampire is destroyed, the controlled undead are freed
from its power and become self-willed creatures.
In most cases,
vampires do not lose the abilities and knowledge which they had in life when
they become undead. Thus, it is
possible for a vampire to have the powers of, for example, a wizard, thief, or
even a priest. In all cases, of
course, the new vampire becomes chaotic evil.
Habitat/Society:
Vampires live in
areas of death and desolation where they will not be reminded of the lives they
have left behind. Ruined castles or
chapels and large cemeteries are popular lairs for them, as are sites of great
tragedies or battles. Vampires
often feel a strong attachment to specific or the site of a murder.
When
deciding on a course of action, vampires move very slowly and meticulously.
It is not uncommon for a vampire to undertake some scheme, which may take
decades or even centuries to reach its conclusion.
Because of the curse of immortality that has fallen upon them, they feel
that time is always on their side and will often defeat foes who might otherwise
overcome them; vampires can simply go into hiding for a few decades until the
passing of years brings its enemies down.
Vampires are
normally solitary creatures. When
they are found in the company of others of their kind, the group will certainly
consist of a single vampire lord and a small group of vampires which it has
created to do it’s bidding. In
this way, the vampire can exert its power over a greater range without running
the risk of exposing itself to attack by would-be heroes.
In general, vampires feel only contempt for the world of living creatures. Denied the pleasures of a true life, they have become dark and twisted creatures bent on revenge and terror. When a vampire create another of it's kind, it considers the new creature a mere tool. The minion will be sent on mission which the vampire feels may be too dangerous or unimportant for it's personal attention. It the need arises, these pawns will be gladly sacrificed to protect or further the ends of their master.
Ecology:
The vampire has no place in the world of living creatures. It is a thing of darkness that exists only to bring about
evil and chaos. Almost without
exception, the vampire is feared and hated by those who dwell in regions in
which it chooses to make it’s home. The
vampire’s unnatural presence is all-pervasive and will cause dogs and similar
animals to raise a cry of alarm at the presence of the creature.