Illustration by "Dug"
Aberrin AKA: Deathbabies, Child of the Dark HACKFACTOR: 6 EP VALUE: 175 CLIMATE/TERRAIN: Any land FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Nocturnal DIET: Special INTELLIGENCE: Low to Average (7 to 10) ALIGNMENT: Chaotic Evil NO. APPEARING: 1 (1-4) SIZE: S (21" to 36") MOVEMENT: 10" PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/Nil MORALE: Steady (11) ARMOR CLASS: 2 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-6 + special SPECIAL ATTACKS: hit point drain SPECIAL DEFENSES: +1 or better weapon to hit MAGIC RESISTANCE: See below HIT DICE: 4+5 CREATED BY: "Dug"
Aberrin
DESCRIPTION: Aberrins are the children of particularly powerful vampires, who through some mystic means have been able to conceive. They are born as normal babies, but learn to walk sooner than human children. They have cherubic faces, and easily mistaken for human babies, except they are on the prowl for blood. Once they've located their victim, their visage immediately changes, their eyes becoming red, their brows furrowing with pointed eyebrows, and small jagged teeth filling their widening mouths.
Since Aberrins are children of vampires, they have many of the abilities and weaknesses as that of their parents, but have not developed all of the abilities. As their parents, they do not cast reflections or shadows, and recoil from Holy Symbols. Aberrins are not like children of humans who have been transformed by the bite of a vampire, and remain in the state which they were killed. Aberrins slowly grow, gaining the powers of their parents, plus some. Since Aberrins are recent, it is not known what their adult form will be like.
COMBAT/TACTICS: Aberrins use their baby forms to disarm opponents. Aberrins have a Charm ability over only women at this age, and especially women who have had children, who suffer a -4 to their saving throw. If their targets are not female, Aberrins will use shadows to hide in to sneak up on them, surprising their opponents 1-4 out of 1d6. Aberrins also have the Spider Climb abilities as their parents. Aberrins are incapable of draining levels at this stage, but once they've attacked with their teeth for 1-6 points of damage, they'll feed till they get their fill, draining an additional 1-4 pts. per round until either the victim is dead or they've matched their own hitpoints. Aberrins cannot transform into mist or animals, as that is a skill they have not learned, neither can they command rats and bats as their parents. Aberrins at this stage can be turned a level lower than their parents, and holy symbols or holy water touched to them causes 2-7 pts. of damage. Also like their parents, a weapon of +1 or greater is needed to hit them. One round under running water is also sufficient to completely destroy an Aberrin. Aberrin are immune to Charm or Sleep spells, although saying, "kootchy-kootchy-koo" will cause them to pause and smile for one round.
Unlike their parents, Aberrins do not need to go to a crypt to regenerate for 12 hours, as they were never initially dead, and early morning light or dusk light will not harm them. Although, brought out into bright sunlight for an entire day will reduce the Aberrin to a withered, petrified corpse. Strangely, though, if not destroyed, it will regenerate during the night.
HABITAT/SOCIETY: Aberrins stay close their parents and their lairs, stalking the prey which the parents bring to the home. Aberrins do not make their appearance immediately, preferring surprise and skulking. While their parents regenerate, Aberrins act as a form of guardian, protecting them. Aberrins are extremely subservient to their parents, immediately responding to their commands, except in the case where they've been denied a meal, backing away, hissing into the dark.
Since Vampires have more than one mate, there may be more than one Aberrin working together.
ECOLOGY: Aberrins have never known life, and thus do not share the hatred and revenge their parents possess, but rather acting only savagely and instinctively to survive. Only time will tell what kind of creature they will become when they have matured.
YIELD:
Medicinal: Nil
Spell Components: Nil
Hide/Trophy Items: Nil
Treasure: Nil
Other: Nil
Mikeeze Wurld is © 2001 by Michael S. Hensley.
HackMaster is a trademark of Kenzer and Company. Any use of trademarks is in no way to be considered a challenge to such trademark or copyright by its rightful owner.