Van Richten's Monster Hunter's.pdf - Askadesign.com
Van Richten's Monster Hunter's.pdf - Askadesign.com
Van Richten's Monster Hunter's.pdf - Askadesign.com
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nproved Saves: The vampire<br />
a bonus of +I to all its<br />
irows (in addition to any<br />
nuses it might receive).<br />
: The vampire receives a<br />
t2 to all its saving throws.<br />
uperior Regeneration: The<br />
regenerates two more hit<br />
:r melee round than it would<br />
: The vampire regenerates<br />
e hit points per melee round<br />
ould normally.<br />
nimal Frenzy: Natural (non-<br />
IS, nonmagical) animals<br />
1 feet of the vampire sense<br />
:ure's evil nature, which<br />
em into a panic. This makes<br />
nimals skittish, nervous, and<br />
?possible to control, and<br />
iild or untrained animals to<br />
: So great is the evil nature<br />
ire exudes that animals are<br />
-ack a vampire. Only<br />
y or hunting animals (such<br />
s or dogs) will willingly track<br />
'e. The base chance for<br />
in tracking the vampire is<br />
3 following cumulative<br />
i apply:<br />
ir since<br />
mpire's passing:<br />
over muddy or slushy<br />
-10%<br />
3: -5%<br />
ding rain: -5%<br />
ir:<br />
j a trained<br />
-10%<br />
g animal: +lo%<br />
hat the vampire can assume<br />
form or fly away as a bat in<br />
avoid being tracked.<br />
.tin Tone: Years of undeath<br />
Icted the vampire physically.<br />
ster's skin has turned stark<br />
rntifying its nature to anyone<br />
he creature. (The creature<br />
I disguise its nature using<br />
of course.)<br />
VAMPIRES<br />
Reroll: The vampire's flesh is<br />
translucent. Any light source of eql<br />
or greater intensity than a torch wil<br />
shine through the creature's skin ai<br />
flesh, silhouetting its skeleton. As<br />
above, the creature can attempt to<br />
disguise this with makeup. Masks e<br />
clothing remain normal.<br />
16. Gargoyle Control: The vamF<br />
can summon and control ld4<br />
gargoyles. The monsters will arrive<br />
2d4 melee rounds and will remain i<br />
the vampire's control for 2d4 melee<br />
rounds. When the period of control<br />
expires, the gargoyles will remain ii<br />
the area as free-willed monsters.<br />
There must be gargoyles available<br />
be summoned (within one mile) for<br />
this power to be successful.<br />
Reroll: Gargoyles need not be in<br />
the area for the summons to be<br />
successful. The vampire has the<br />
power to transform any native rock<br />
the immediate area (maximum of c<br />
mile) into an appropriate number o<br />
gargoyles. The transformation take<br />
2d4 rounds to occur.<br />
17. Energy Drain While Gaseou:<br />
The vampire can drain life energy<br />
from a victim even when in gaseou<br />
form. The monster can affect only<br />
one victim per round with this attac<br />
By surrounding the victim, it drains<br />
one life level but does no physical<br />
damage.<br />
Reroll: The power is the same as<br />
above except the vampire drains tv,<br />
life levels from the victim,<br />
18. Extra Feeding: The vampire<br />
must feed twice as frequently as<br />
normal (see the section on feeding)<br />
Reroll: The vampire must feed<br />
three times as frequentiy as normal<br />
All vampires with salient abilities<br />
are subject to the rules governing<br />
mundane vampires unless their spec<br />
power specifically counters it. For<br />
example, a vampire that has gained<br />
the transport power cannot dimensic<br />
door into a sanctified place that it he<br />
not received permission to enter.