Size:
Medium
Type:
Undead
Form:
biped
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 weapon
Circumstance: Combat
1 weapon
Special
Charm Gaze
A vampire can charm anyone who meets its gaze; a save vs. Spells is allowed to resist, but at a penalty of -2 due to the power of the charm. This charm is so powerful that the victim will not resist being bitten by the vampire.
Special
Bite Attack
The bite inflicts 1d3 points of damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates (i.e. is healed) for up to 1d6 hit points for each energy level drained. If the victim dies from the energy drain, they will arise as a vampire at the next sunset (but not less than 12 hours later) and thereafter will be under the complete control of the "parent" vampire (but is freed if that vampire is ever destroyed). If using the bite attack, the vampire suffers a penalty of -5 to Armor Class due to the vulnerable position it must assume. For this reason, the bite is rarely used in combat.
Special
Great Strength
Vampires have great Strength, gaining a bonus of +3 to damage when using melee weapons, and thus a vampire will generally choose to use a melee weapon (or even its bare hands) in combat rather than attempting to bite.
Special
Undead Immunities
Vampires are unharmed by non-magical weapons, and like all undead are immune to sleep, charm, and hold spells.
Special
Regeneration
If reduced to 0 hit points in combat, the vampire is not destroyed, though it may appear to be. The vampire will begin to regenerate 1d8 hours later, recovering 1 hit point per turn, and resuming normal activity as soon as the first point is restored.
Special
Command Creatures of the Night
Once per day a vampire can call forth 10d10 rats, 5d4 giant rats, 10d10 bats, 3d6 giant bats, or a pack of 3d6 wolves (assuming any such creatures are nearby). The creatures summoned arrive 2d6 rounds later and will obey the vampire for up to an hour before leaving.
Special
Shapeshift
Vampires can also transform into the form of these creatures, assuming the shape of a giant bat (page 66), giant rat (page 135), or a dire wolf (page 158) at will. The transformation requires a single round during which the vampire cannot attack. The flying movement given above is for the giant bat form; the vampire can use the attack forms of the animal shape assumed, as given on the indicated pages. The vampire cannot activate any of its other powers while in animal form, but effects already active will remain so.
Special
Weaknesses - Held at Bay
A vampire can be held at bay by several things, including the smell of garlic, a silver or silvered mirror, or a holy symbol presented by a believer (GM's discretion is advised here, but in general someone threatened by a vampire may be more devout than usual). In such a situation the vampire cannot approach within 5 feet of the repellent item or character, nor can it make any melee attacks or otherwise touch those within the warded area.
Special
Weaknesses - Running Water
Running water (such as a stream or river) acts as a barrier to a vampire; one cannot cross over any such waterway, neither by bridge or by waterway or even by flying. It is possible for a vampire to be carried across while lying in its own coffin with the lid closed; the presence of the water flowing beneath the coffin will force the vampire to remain dormant.
Special
Weaknesses - Uninvited Entry
A vampire may not enter any private dwelling without being invited by someone who resides there, and then only if invited while the resident is actually inside the structure. Public buildings of any sort do not present this problem; even inns are fully accessible to a vampire.
Special
Destroying a Vampire
When reduced to zero hit points or less a vampire becomes incapacitated but is not slain. If exposed to direct sunlight, the vampire will be utterly destroyed in a single round if it cannot find a way to escape in that time. Being immersed in running water causes 3d8 points of damage each round, and if reduced to zero or fewer hit points in this way the vampire is destroyed. If the vampire is cremated in a funeral pyre while in any dormant state it will be destroyed. Driving a wooden stake through its heart will instantly reduce the vampire to zero hit points, and it will remain "dead" for so long as the stake is present. Removal of the stake, however, allows the vampire to begin regenerating as described above. It is not normally possible to drive a stake through a vampire's heart while it is actively resisting, but this can be done after reducing the monster to zero hit points in the usual way. Of course, after staking a vampire it is possible to use sunlight, running water, or a funeral pyre as described above to complete its destruction.
Environments
any
Undead monsters that appear pale but lifelike, possessing all memories and abilities from life
Vampires are undead monsters. Though they may look just a bit more pale than when they were alive, they do appear to live and even breathe as mortals do. A vampire has all the memories and abilities it had in life, and is effectively immortal. Living forever in the shadows often leads to vampires being decadent, while their hunger for blood makes them cruel.
Vampires cast no reflections in silvered mirrors or water, though despite conventional wisdom to the contrary they do reflect in shiny base metals; the innate purity of silver and water simply will not reflect them.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 touch or special
1-10 + double energy drain or special
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
Bite (Bat or Vampire Form Only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Action
Charm
The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Action
Children of the Night (1/Day)
The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Action
Multiattack (Vampire Form Only)
The vampire makes two attacks, only one of which can be a bite attack.
Action
Unarmed Strike (Vampire Form Only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Legendary Action
Bite (Costs 2 Actions)
The vampire makes one bite attack.
Legendary Action
Move
The vampire moves up to its speed without provoking opportunity attacks.
Legendary Action
Unarmed Strike
The vampire makes one unarmed strike.
Special
Forbiddance
The vampire can't enter a residence without an invitation from one of the occupants.
Special
Harmed by Running Water
The vampire takes 20 acid damage if it ends its turn in running water.
Special
Legendary Resistance (3/Day)
If the vampire fails a saving throw, it can choose to succeed instead.
Special
Misty Escape
When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Special
Regeneration
The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Special
Shapechanger
If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Special
Spider Climb
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Special
Stake to the Heart
If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Special
Sunlight Hypersensitivity
The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Special
Vampire Weaknesses
The vampire has the following flaws:
This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Action
gaze
1 * touch (1d10 + energy drain) or 1 * gaze (charm)
Special
Undead
Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Special
Mundane damage immunity
Can only be harmed by magical attacks.
Special
Energy drain
A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character's XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days.
Special
Charming gaze
Save versus spells at -2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire's commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm.
Special
Regeneration
A damaged vampire gains 3hp at the start of each round, as long as it is alive.
Special
At 0hp
Change into gaseous form; flee to coffin.
Special
Change form
At will; takes 1 round:
Special
Humanoid
Standard form.
Special
Dire wolf
Att 1 * bite (2d4), MV 150' (50'). AC, HD, morale, saves as vampire.
Special
Giant bat
Att 1 * bite (1d4), MV 30' (10') / 180' (60') flying. AC, HD, morale, saves as vampire.
Special
Gaseous cloud
MV 180' (60') flying. Immune to all weapons. Cannot attack.
Special
Summon beasts
In human form only. Creatures from the surrounding area: 1d10 * 10 rats, 5d4 giant rats, 1d10 * 10 bats, 3d6 giant bats, 3d6 wolves, or 2d4 dire wolves.
Special
Coffins
Must rest in a coffin during the day or lose 2d6hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations.
Special
Vulnerabilities
Special
Garlic
Odour repels: save vs poison or unable to attack this round.
Special
Holy symbols
If presented, will keep a vampire at bay (10'). May attack wielder from another direction.
Special
Running water
Cannot cross (in any form), except by a bridge or carried inside a coffin.
Special
Mirrors
Avoid; do not cast a reflection.
Special
Continual light
Partly blinded by the light from this spell (-4 to attacks).
Special
Destroying
Special
Sunlight
Save versus death each round or be disintegrated.
Special
Stake through the heart
Permanently kills.
Special
Immersion in water
For 1 turn permanently kills.
Special
Destroying coffins
Permanently killed if all hit points lost when unable to rest (see coffins).
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
any
Offense
1 Attack
Circumstance: Combat
1d6+4
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
See below
Treasure
Treasure: 1d20×1,000 sp (10%); 1d12×1,000 ep (10%); 1d10×1,000 gp(40%); 1d8×100 pp(35%); 3d10 gems(20%); 1d10 jewellery (10%); 3 magic items (30%)
Special
Undead Immunities
Immune to charm, hold, and sleep spells. Electricity and cold does only half damage. Unaffected by normal weapons.
Special
Regeneration
Regenerate 3 hit points per round.
Special
Strength
Immensely strong (18.76).
Special
Energy Drain
Blows reduce the victim's life energy by two levels, which consequently reduces all other traits linked to a loss in levels (attack ability, hit dice, etc.).
Special
Gaseous Form
May take gaseous form at will, and will be forced into this form if their hit points reach zero. They then attempt to reach their coffin to reform their bodies. If they do not reach the coffin within 12 turns and rest for 8 hours, they are unable to reform.
Special
Shape Change
May shape change into a large bat at will, which grants them flying movement.
Special
Summon Creatures
Can summon 1d10×10 bats or rats when underground or 3d6 wolves when above. These creatures will arrive in 2d6 rounds.
Special
Charm Gaze
A vampire has a charm gaze (as the charm person spell), with a saving throw penalty of -2.
Special
Repulsion
Vampires will draw back from a lawful good holy symbol, a mirror, or garlic if they are presented with confidence. Garlic causes a vampire to cringe for 1d4 rounds, and a holy symbol or mirror will cause a vampire to take a position in which the item does not impede his or her progress or attack. A lawful good holy symbol will affect a vampire no matter what its ethos was in life.
Special
Holy Water
Holy water will inflict 1d6+1 points of damage per full vial which strikes.
Special
Vulnerabilities
They take great damage from immersion in running water, and will be killed in 3 rounds (each round reduces 1/3 of the creature's hit points). If caught in sunlight a vampire becomes powerless and will die in 1 turn. Finally, a stake through the heart, coupled with decapitation, will destroy a vampire if holy sacraments (such as wafers) are placed in the mouth after the head is removed. If a vampire is staked he or she will appear to die, but unless also decapitated the vampire will revive when the stake is removed.
Special
Create Vampire
Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.
Special
Coffin Dependency
Vampires must take refuge in a coffin or other hide-away during daylight, and must slumber on soil from their own grave once in a while to maintain their powers.
Undead monsters that appear pale but lifelike, possessing all memories and abilities from life
The vampire is one of the most feared of the undead. Being similar to other undead, they dwell simultaneously in the negative material and material planes. They share other undead's immunity to charm, hold, and sleep spells. Electricity and cold does only half damage, they are unaffected by normal weapons, and they regenerate 3 hit points per round. Vampires must take refuge in a coffin or other hide-away during daylight, and must slumber on soil from their own grave once in a while to maintain their powers.
Vampires are immensely strong (18.76), and deal great blows that inflict 1d6+4 hit points of damage. These blows further reduce the victim's life energy by two levels, which consequently reduces all other traits linked to a loss in levels (attack ability, hit dice, etc.).
Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.
OSRIC
Actions/Abilities/Traits: OSRIC
This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.
5e SRD
Undead monsters that appear pale but lifelike, possessing all memories and abilities from life
Vampires are undead monsters. Though they may look just a bit more pale than when they were alive, they do appear to live and even breathe as mortals do. A vampire has all the memories and abilities it had in life, and is effectively immortal. Living forever in the shadows often leads to vampires being decadent, while their hunger for blood makes them cruel.
Vampires cast no reflections in silvered mirrors or water, though despite conventional wisdom to the contrary they do reflect in shiny base metals; the innate purity of silver and water simply will not reflect them.
Basic Fantasy Role-Playing Game
Greatly feared undead monsters that live by drinking the blood of mortals. Dwell in ruins, tombs, and deserted locales.
OSE
Undead monsters that appear pale but lifelike, possessing all memories and abilities from life
The vampire is one of the most feared of the undead. Being similar to other undead, they dwell simultaneously in the negative material and material planes. They share other undead's immunity to charm, hold, and sleep spells. Electricity and cold does only half damage, they are unaffected by normal weapons, and they regenerate 3 hit points per round. Vampires must take refuge in a coffin or other hide-away during daylight, and must slumber on soil from their own grave once in a while to maintain their powers.
Vampires are immensely strong (18.76), and deal great blows that inflict 1d6+4 hit points of damage. These blows further reduce the victim's life energy by two levels, which consequently reduces all other traits linked to a loss in levels (attack ability, hit dice, etc.).
Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.
OSRIC