Thursday, January 24, 2013

Vampires: Early Heroic Tier



Not all vampires are powerful undead overlords ruling dark empires from their mountain castles. The blood of orcus eventually runs thin, resulting in weaker, stupider vampires that terrorize the living like wild animals. Here are some of them.


Vampiric Zombie; Level 1 Controller (100 XP)
Medium undead humanoid (vampire, zombie)
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Initiative +7 Perception +10 (darkvision)
HP 30 Bloodied 15
AC 14 Fortitude 14 Reflex 13 Will 13
Speed 5
Skills Stealth +6
Resist cold 10, necrotic 10
Immune poison, disease
Vulnerable radiant 5
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Standard Actions
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basic melee attack Claw (at will):
attack one target within 1; +6 vs. AC; 1d8+4 damage.
-
Hypnosis (at will):
attack one target within 6; +3 vs. Will; target is pulled 3 squares toward the vampire and immobilized and grants combat advantage (save ends). If the vampire attacks another target with Hypnosis, any previous targets stop being immobilized and granting combat advantage.
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Blood Drain (encounter; recharges when an enemy within 6 is first bloodied):
attack one target within 1; +6 vs. Fortitude; 2d6+4 damage and target is weakened (save ends). The vampire heals 7 hp.
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Passive
-
Sunlight Vulnerability
While exposed to direct sunlight, the vampire is dazed and cannot use its Hypnosis or Blood Drain attacks.
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Alignment Chaotic Evil
Languages -
Str 18 (+4) Con 18 (+4) Dex 8 (-1) Int 4 (-3) Wis 10 (+0) Cha 14 (+2)


The lowest of the low among vampires. Vampiric zombies are created when a vampire wishes to punish one of its subordinates, reducing it to a mindless, hungry drone. Vampiric zombies shamble aimlessly about in the dark, hypnotizing any living beings who come close into offering themselves to appease the beast's tormented thirst.


Feral Vampire Spawn; Level 3 Minion Skirmisher (37 XP)
Medium undead humanoid (vampire)
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Initiative +5 Perception +3 (darkvision)
HP 1 (a minion is never damaged by an attack that misses)
AC 16 Fortitude 15 Reflex 14 Will 14
Speed 7
Skills Stealth +10, Athletics +11, Acrobatics +10
Resist cold 10, necrotic 10
Immune poison, disease
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Standard Actions
-
basic melee attack Frenzy (at will):
attack one target within 1; +7 vs. AC; 6 damage.
Combat Advantage: 8 damage.
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Immediate Actions
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Bloodthirst (encounter; recharges whenever an enemy within 7 is first bloodied):
Move 7 squares toward the triggering enemy.
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Passive
-
Sunlight Vulnerability
If exposed to direct sunlight, the vampire spawn is dazed and cannot make attacks. If it hasn't gotten out of the sunlight by the end of its next round, it is destroyed.
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Alignment Chaotic Evil
Languages Common
Str 16 (+4) Con 14 (+3) Dex 14 (+3) Int 6 (-1) Wis 14 (+3) Cha 10 (+1)

Feral vampires are degenerate and stupid creatures, many generations removed from the blood of Orcus. Their spawn attack in tidal waves of bestial hunger.

Feral vampires can understand the languages they spoke in life, but can't often think coherently enough to communicate back.



Feral Vampire Creeper; Level 4 Skirmisher (200 XP)
Medium undead humanoid (vampire)
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Initiative +7 Perception +10 (darkvision)
HP 42 Bloodied 21
AC 18 Fortitude 16 Reflex 17 Will 16
Speed 7; swim 5; climb 5 (spider climb)
Skills Stealth +13, Athletics +12, Acrobatics +13
Resist cold 10, necrotic 10
Immune poison, disease
Vulnerable radiant 5
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Standard Actions
-
basic melee attack Claw (at will):
attack one target within 1; +8 vs. AC; 1d10+5 damage.
-
Tackle (at will):
attack one target within 1; +8 vs. Reflex; target is knocked prone and grabbed.
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Blood Drain (encounter; recharges when an enemy within 7 is first bloodied):
attack one target within 1; +8 vs. Fortitude; 2d6+5 damage and target is weakened (save ends). The vampire heals 10 hp.
Special: if the vampire is grabbing the target, it automatically hits with this attack.
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Move Actions
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Creep (at will):
The vampire shifts 5 square and gain a +2 bonus to AC and Reflex defenses until it acts again. A creeping vampire ignores difficult and challenging terrain, and can shift while climbing or swimming.
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Passive
-
Sunlight Vulnerability
While exposed to direct sunlight, the vampire is dazed and cannot use its Blood Drain attack.
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Alignment Chaotic Evil
Languages Common
Str 16 (+5) Con 12 (+3) Dex 18 (+6) Int 6 (+0) Wis 16 (+5) Cha 12 (+3)

Feral vampire creepers are average specimens of their kind. Too primitive for houses or coffins, they instead dig burrows, bury themselves in moss and mud, or hide in hollow trees during the day. They are very stealthy, creeping on all fours across the ground, scuttling up trees, and swimming through shallow lakes and swamps to sneak up on their prey.



Feral Vampire Destroyer; Level 5 Brute (200 XP)
Medium undead humanoid (vampire)
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Initiative +5 Perception +7 (darkvision)
HP 56 Bloodied 28
AC 16 Fortitude 18 Reflex 16 Will 17
Speed 7; burrow 2
Skills Athletics +12, Acrobatics +9, Endurance +11
Resist cold 10, necrotic 10
Immune poison, disease
Vulnerable radiant 5
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Standard Actions
-
basic melee attack Claw (at will):
attack one target within 1; +8 vs. AC; 1d10+5 damage. Shift 2 squares before or after making this attack.
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Double Claw (at will):
Make two Claw attacks. If both attacks hit, the vampire heals 2 hp.
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Erupt (at will):
Vampire must be burrowed just below the surface; the vampire surfaces and makes this attack; close burst 1; +8 vs. Reflex; 1d6+5 damage and target is blinded by flying dust and pebbles until the end of its next turn.
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Blood Drain (encounter; recharges when an enemy within 7 is first bloodied):
attack one target within 1; +10 vs. Fortitude; 2d8+6 damage and target is weakened (save ends). The vampire heals 14 hp.
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Passive
-
Sunlight Vulnerability
While exposed to direct sunlight, the vampire is dazed and cannot use its Blood Drain attack.
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Alignment Chaotic Evil
Languages Common
Str 20 (+7) Con 18 (+6) Dex 14 (+4) Int 6 (+0) Wis 10 (+2) Cha 16 (+5)

An old and heavily mutated feral vampire. This brute has massive claws for digging, and its fangs are so overgrown that it cannot close its mouth.