Apr 30, 2011

Monster: Vampires of New Amur

Vampires of New Amur
No. Enc.: 1
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 3
Attacks: 3 (weapon of choice)
Damage: weapon +3
Save: F5
Morale: 12
Hoard Class: XVII
XP: 283

Vampires originated from a sect of Chaotic Necromancer Elves deep in the continent of New Amur. After a series of dark rituals they inadvertently opened a portal through which a hive of vampires entered and promptly assumed control of their bodies. The true vampire organism is a powerful parasitic creature resembling a large maggot residing around the heart. All host memories are retained, but the mind is forever destroyed and replaced by the vampire. Outward symptoms intensify over time and include paleness, sensitivity to sunlight, quickened reflexes, increased strength, and the increasing need to consume blood. Their numbers dwindled over time as various groups of heroic parties campaigned to destroy them. This has changed with the recent decimation of the Elf population; vampire knowledge has quickly reduced to stories and myth. Most vampires live in decaying castles or underground keeps.

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Thanks for posting to the Digital Orc! Be sure to pick up a copy of one of my old-school modules available at RPGNow.com!